I LIBRARY OF CONGRESS. 



i ^^// '.M^ 

I UNITED STATES OF AMERICA. 



WHIST, 

AND 

SHORT ASSIST. 



T MATHEWS, ESQ., AXD MAJOR TOUNG. 




(TV 



I '2 4)0 



ADVICE 



YOUNG wist-player; 

CONTAI>riXG MOST OF THE 

MMDIS OF THE OLD SCHOOL, 

WITH THE 

author's observations on those he thinks 
erroneous : 

ALSO 

SEYEEAL ZS^EW 0:S^ES, 

EXEMPLIFIED BY APPOSITE CASES! 
AND 

i iTETHOD OF ACQriRIN& A KNOWLEDGE OF THE PEIXCIPLES 
OX WHICH THEY AP.E C-EOEXDED, POIXTED OFT 
TO THE IXEXPEPvIEXCED PL A YEP. 

TO WHICH ARE ADDED 

OBSERVATIONS ON SHORT WHIST. 

BY T. MATHEWS, ESQ. 



TO THE REiDEE. 



It is a fact of generalnotoriety that, notwithstand- 
ing the numerous theories published, and the ahnost 
universal practice of a science, where profit and amuse- 
ment may be combined, a capital whist-player is 
scarcely ever^ and even what may be termed a good 
one but rarely, met with. 

There is, indeed, in almost every provincial town, 
some 'squire, lawyer, or parson, who, you are told, 
plays an excellent game of whist ; but a judge always 
finds him ignorant of what may be termed the alpha- 
bet ; and, at best, possessed of a good memory, and 
capable, perhaps, of playing his own cards tolerably. 
The reason of this will appear obvious to those who 
reflect that, in all other arts and sciences, no man 
commences but by making himself master of the first 
rudiments ; but the whist-player, in general, sits down 



8 



MATHEWS ON WHIST. 



to lose, perhaps, considerable sums of money, with^ 
out any further preparation than the having got a 
few general maxims by rote, which, from want of 
comprehending, he applies universally^ and is, conse- 
quently, much oftener wrong than right in their appli- 
cation. 

When the beginner reads, that with two or more of 
a sequence to his partner's lead, (as king and queen,) 
he should put on the lowest, he does so, or not, gene- 
rally, without thinking it material ; but after he is 
made to comprehend that his queen's passing demon- 
strates to his partner that the king cannot be in his 
left-hand adversary's hand, or the knave in his, and 
the consequent advantages to him in playing his suit, 
(whereas, if he puts on the Icing, it leaves him in igno- 
rance as to the queen and hiave,) he will never after 
err in those cases, and will also know how to profit 
by similar correctness in his future partners. 

To beginners I wish to inculcate the absolute neces- 
sity that they should proceed gradually ; and, before 
they sit down to play at all, make themselves masters 
of the different leads, modes of playing sequences, and 
some few of the most simple rules. When they feel 
within themselves that they have acquired some insight 
into the theory, let them begin to reduce it to prac- 
tice in the best set of players they can meet with. 



MATHEWS ON WHIST. 



9 



Beginning to play with bunglers, will not only pre- 
vent 'present improvement, but, as experience shows, 
when once they have acquired erroneous ideas, .they 
\\dll find it next to impossible to eradicate them in 
future. 

By these means they will gradually acquire a know- 
ledge of the more intricate combinations of the game, 
and comprehend wlien and wliy the general maxims 
are to be adhered to or violated : without which I can- 
not too often repeat, they more frequently puzzle than 
inform the player. 

Though in many instances I have deviated from 
the common maxims, yet I am not vain enough to 
think I shall add much to the knowledge of the expe- 
rienced whist-player ; but I am convinced that an at- 
tentive study of this little treatise, in the mode de- 
scribed, ^Yi\l enable the beginner to sit down without 
disadvantage, in a very short time, with most sets he 
meets with. Tt is needless to tell those who play for 
considerable stakes, that it is their interest to acquire 
a knowledge of the game, at least sufficiently to de- 
fend their money ; but it is, in my opinion, equally ne- 
cessary for the players for amusement, as they call it ; 
which, for the most part, consists, to a bungler, in be- 
ing scolded and found fault wdth, from the moment he 
sits down to the breaking up of the party. 



10 



How far I have succeeded in my intention must he 
left to the judgment of the readers : to whom, with al) 
due respect, these maxims are dedicated by 

The Attho-:. 



imODUCTIOX. 



The following definition of the game of whist is 
recommended to the attentive perusal of the reader, 
previous to his studying the maxims ; as nothing will 
facilitate his comprehension of them so much as a 
clear idea of the ultimate end to which they all tend. 

Whist is a game of Calculation^ Ohservation, and 
Position or Tenace. 

Calculation teaches you to plan your game, and 
lead originally to advantage ; before a card is played, 
you suppose the dealer to have an honour and three 
other trumps; the others each an honour and two 
otherSc The least reflection will show, that as it is 
two to one that your partner has not a named card, 
to lead on the supposition he has it, is to play against 
calculation ; whereas, the odds being in favour of his 
ha\ing one of tivo named cards, you are justified in 
playing accordingly. Calculation is also of use on 
other occasions, which the maxims will elucidate ; 



12 



MATHEWS OX WHIST. 



but after a few leads have taken place, it is nearly 
superseded by obserialion. Where the sets are really 
good players, before half the cards are played out, 
they are as well acquainted with the materia] ones re- 
maining in each other's hands as if they had seen 
them. Where two regular players are matched 
against two irregular ones, it is nearly the same ad- 
vantage as if they were permitted to see each other's 
cards, while the latter were denied the same privilege. 

It is an axiom, that the nearer your play approach- 
es to what is called the dunib man the better. 

These may be called the foundation of the game, 
and are so merely mechanical, that any one possessed 
of a tolerable memory may attain them. 

After which comes the more difficult science of 
'position, or the art of usiog the two former to advan- 
tage ; without which, it is self-evident, they are of no 
use. Attentive study and practice will, in some de- 
gree, insure success ; but genius must be added be- 
fore the whole finesse of the game can be acquned : 
however. 

Est quiddam prodire ienus, si non datur ultra. 



DmECTMS m MAXIMS FOR BEGINMRS. 



1. Study all written maxims with the cards placed 
before you, in the situations mentioned. Abstract 
dkections puzzle much oftener than they assist the 
beginner. 

2. Keep in your mind that general maxims pre- 
suppose the game and hand, at their commencement, 
and that material changes in them frequently require 
that a different mode of play should be adopted. 

3. Do not attempt to practice till you have ac- 
quired a competent knowledge of the theory, and 
avoid as much as possible, at first, sitting down with 
bad players. It is more difficult to eradicate erro- 
neous, than to acquire just, ideas. 

4. Never lead a card without a reason, though a 
wrong one ; it is better than accustoming yourself to 
play at random. 

5. Do not at first puzzle yourself with many cal- 

2 



14 



MATHEWS ON WHIST. 



culations. Those you will find hereafter mentioned 
are sufficient even for a proficient. 

6. Do not accustom yourself to judge by conse- 
quences. Bad play sometimes succeeds when good 
would not. When you see an acknowledged judge 
of the game play in a manner you do not compre- 
hend, get him to explain his reasons, and, while fresh 
on your memory, place the same cards before you ; 
when once you can comprehend the case, you will be 
able to adapt it to similar situations. 

7. Before you play a card, sort your hand care- 
fully, look at the trump card, and consider the score 
of the game, the strength of your own hand, and 
form your plan on the jprohable situation of the cards ; 
subject, however, to be changed should anything fall 
to indicate a different one; after which, never look 
at your hand, till you are to play. Without attend- 
ing to the board, no maxims or practice can even make 
a tolerable whist-player. 

8. Observe silently and attentively the different sys- 
tems of those with whom you commonly play ; few 
but have their favourite one, the knowledge of which 
will give you a constant advantage ; one leads by pre- 
ference from an ace, another never but through 
necessity. [This will often direct you in putting on 
the king second.] The players of the old school never 



MATHEWS ON WHIST. 



15 



lead from a single card without six trumps ; many do 
so from weakness: some have a trick of throwing 
down high cards to the adversary's lead, and then, 
by way of deception, affect to consider, although 
they have no alternative. Observation will enable 
you to counteract this, and turn it to your own profit. 

9. The best leads are from sequences of three 
cards or more. If you have none, lead from your 
most numerous suit; if strong in trumps, lead rather 
from one headed by a king than a queen ; but with 
three or four small trumps, I should prefer leading 
from a single card to a long weak suit. 

N. B. — This is contrary to the usual practice, espe- 
cially of the players of the Old School. 

10. The more plainly you demonstrate your hand 
to your partner the better. Be particularly cautious 
not to deceive him in his or your own leads, or when 
he is likely to have the lead — a concealed game may 
now and then succeed in the suits of your adversaries ; 
but this should not be attempted before you have 
made a considerable proficiency; and then but sel- 
dom, as its frequency would destroy the effect. 

11. At the commencement of a game, if you have 
a good hand, or if your adversaries are considerably 
advanced in the score, play a bold game ; if other- 
wise, a more cautious one. 



16 



MATHEWS ON WHIST. 



12. Be as careful of what you throw away as what 
^'ou lead; it is often of bad consequence to put do^^Ti 
ii tray with a deuce in your hand. — Suppose your 
partner leads the four, your right-hand adversary the 
five, and you put down the tray, it ought to be to a 
certainty^ that you ruff it next time ; but if he find 
the deuce in your hand, and you frequently deceive 
him by throwing down superior cards, it will destioy 
his confidence, and prevent his plapng his game on 
similar occasions. I would wish to inculcate these 
minor qualifications of whist-playing to the begin- 
ners, because they are attainable by every body ; and 
when once the great advantage of this kind of cor- 
rectness is seen, the icorst player would practise it as 
constantly as the best — attention being all that is 
necessary. 

13. Do not lead trumps merely because an honour 
is turned up on your left, or be deterred from it, if on 
your right-hand. — Eiilier is proper, if the cu*cum- 
stances of your hand require trumps to be led ; but 
neitlier otherwise. 

14. Finesses are generally right in trumps^ or (if 
strong in tliem) in other suits ; otiierwise they are not 
to be risked but with caution. 

15. Never ruff an uncertain card, if strong, or omit 
doing so if weaJ: in trumps ; this is one of the few 



MATHEWS ON WHIST. 



17 



universal maxims, and cannot be too closely adhered 
to, even did you know the best of the suit was in your 
partner's hand : it has the double advantage of making 
a useless trump and letting your partner into the state 
of your hand, who will play accordingly. 

16. Keep the command of your adversary's suit as 
long as you can with safety ; but never that of your 
partner. 

17. Do not ruff a thirteenth card second lead, if 
strong, but always if weak in trumps. 

18. Always force the strong, seldom the weak, 
never the two ; otherwise you play your adversaries' 
game, and give the one an opportunity to make his 
small trumps, while the other throws away his losing 
cards. It is a very general as well as a fatal error ; 
but the extent of it is seldom comprehended by un- 
skilful players, who, seeing the good effect of judicious 
forces^ practise them injudiciously, to their almost 
constant disadvantage. The following effect of a 
force is too obvious not to be instantly compreliended. 
I have only to tell the student, that the same principle 
operates through the fifty-two cards, however various 
their combinations ; and that a steady consideration 
of it is one of the first necessary steps towards an 
insight into the game. 

A has a seizieme-major in trumps, a quart-major in 



18 



MATHEWS ON ^VHIST. 



the second, and a tierce-major in the third suit. — 5, his 
adversary, has six small trumps, and the entire com- 
mand of the fourth suit ; in this case it is obvious that 
one force on A gains the odd trick for who without 
it loses a slam. Though so great an effect may seldom 
be produced, still there is scarcely a rubber where 
the truth of the maxim is not experimentally proved. 

19. When, with a very strong suit, you lead trumps, 
in hope your partner may command them, show your 
suit first. If you have a strength in trumps in your 
hand, play them originally. 

20. With the ace and three other trumps, it is sel- 
dom right to win the first and second lead in that 
suit, if made by your adversaries, unless your partner 
ruffs some other. 

21. With a strong hand in tramps, particularly if 
you have a long suit, avoid ruffing your right-hand 
adversary as much as possible. As this is a maxim 
less understood^ less praciised^ and more indispensably 
necessary, than almost any other, I will endeavor to 
explain it to beginners as clearly as I am capable of 
doing : — Cards being nearly equal, the point to which 
all the manoeuvres of good whist-players tend, is to 
establish a long suit, and to preserve the last trump, to 
bring it into play, and to frustrate the same play of 
their adversaries. With an honour (or even a ten) 



MATHEWS ON WHIST. 



19 



and three other trumps, by well managing them, you 
have a right to expect success. In- this case do not 
over-trump your right-hand adversary early in the 
hand ; hut throw away a losing card, by which, there 
remaining but twelve trumps, your own hand is 
strengthened, and your partner has the tenace, in 
whatever suit is led; whereas, had you over-rufFed 
you would have given up the whole game, to secure 
one trick. But there are reasons for breaking this 
rule: — 1st, if your left-hand adversary has shown a 
decided great hand in trumps, (in which case make 
your tricks while you can ;) or 2d, if your partner 
decicedly means to force you ; — to understand if this 
be the case, you are to observe if your partner plays 
the winning or losing card of the suit you have re- 
fused. If the former J it is by no means clear he 
means to force you, and you play your own game. If 
the latter, you are to suppose him strong in trumps, 
and depend on this, to protect your long suit ; a due 
reflection on this will convince you of the value of 
that maxim, which enjoins you never to play a strong 
game with a weak hand, or vice versa. A few devia- 
tions from this effectually destroy that confidence ne- 
cessary between partners, and introduce a confusion 
and consequences' that cannot be too carefully avoided 
or too strenuously deprecated. 



20 



MATHEWS ON WTnST. 



22. If the circumstances of 3'our hand require 
two certain leads in trumps, play off your ace^ let 
your other trumps be what they may. 

23. It is a genera] maxim not to force your part~ 
ner, unless strong in trumps yourself. There are, 
however, many exceptions to tliis rule : as, 

1st. If your partner has led from a single card. 
2d. If it saves or wins a particular point. 
3d. If great strength in trumps is declared against 
you. 

4th. If you hftve a probability of a saic. 
5th. If your partner has been forced and did not 
trump out. 

6th. It is often right in playing for an odd trick. 

24. It is difficult to judge when to lead trumps. 
The following situations will assist the beginner to 
reason, and in general direct him properly, 

1st. With six trumps, on supposition your part- 
ner has a strong suit. 

2d. If strong in other suits, though weak in trumps 
yourself 

3d. If your adversaries are playing from weak 
suits. 

4th. If your adversaries are at the point of eight, 
and you have no honour, or probability of 
making a trump by a ruff. 



MATHEWS ON ^^TIIST. 21 

25. It is easy soon to discover the different 
strengths of good players, but more difficult \\'ith had 
ones. \Mien your adversary refuses to trump,. and 
throws away a small card, you conclude his hand 
consists of a strong suit in trumps, vAtli one strong 
and another weaker suit. If he throws an lion our, you 
knoic he has iivo suits only, one of which is trumps. 
In the latter case win tricks when you can. Avoid 
leading trumps, or to his suit ; force Jiim. and give your 
partner an opportunity to trump if possible. This 
maxim cannot be too matm-ely considered, as this is 
a fault which is constantly committed by bad play- 
ers, and is amongst those most fatal in their conse- 
quences. The moment an adversary refuses to ruff, 
though a wmning card, tJiey. in violation of common 
sense, trump out, and not unfrequently give away five 
or six tricks, which a judicious force would have pre- 
vented. 

26. If you are strong in trumps, and have the 
ace, king, and two more of your right-hand adversa- 
ry's lead, there are two ways to play ; either to pass 
it the first time, or else to put on the ace, and play 
the suit on to force your partner. If weak in trumps, 
put on the ace, but do not continue the suit. 

27. If you win your partner s lead with the queen, 
unless k trumps, do not return it ; it is evident the 



22 



MATHEWS ON WHIST. 



ace or king lies behind him, and you give the lenaee 
to the adversary. 

23. To lead from only three cards, unless in se- 
quence, is bad play, and only proper when you have 
reason to think it is your partner's suit; in which 
2ase play off the highest, though the king or queen. 
N. B. — Tliis is contrary to the general practice, but 

undoubtedly right. 

29. The first object should be to save the game, 
If it appears in probable danger ; the next to tcin it, 
if you have a reasonable hope of success, by any 
mode of play, though hazardous. If neither of these 
is the question, you should play to the points or 
score of the game. In other words, you should not 
give up the certainty of the odd tricky or scoring five 
or eight, fov the equal chance of tico, six, ov nine; 
whereas you should risk an equal finesse that will 
prevent your adversaries from these scores by its 
success. ♦ 

30. It is generally right to return your partners 
lead in trumps unless he leads an equivocal card, such 
as a nine or ten. These are called equivocal, be- 
cause they are led with propriety, both from strong 
and weak suits. — With a quart or a king — or nine, 
ten, knave, and king of a suit, you lead nine, as you 
do when it is the best of two or three of a suit. 



MATHEWS OX WHIST. 



23 



31. With only four trumps, do not lead one, un- 
less your strong suit is established, except that with 
a tierce-major and another trump, and a sequence to 
the king of three more, it is good play to lead trumps 
twice, and then the knave of your suit, and continue 
till the ace is out. 

32. If you remain with the best trump, and one of 
your adversaries has three or more, do not play out, 
as it may stop the suit of your other adversary. If 
they hotli have trumps, and your partner none, it is 
right to take out two for one. 

33. If strong in trumps, witli the commanding 
card of the adversaries' suit, and small ones, force 
your partner, if he has none of that suit, with the small 
ones, and keeping the commanding card till the last. 

34. If your partner leads the ace and queen of a 
suit, of wMch you have the king and two others, win 
his queen that you may not stop his suit. 

35. If your right - hand adversary \^ins, and 
returns his partner's lead, should you have the best 
and a small one, play the latter. If your partner has 
the third best he will probably make it. If your ad- 
versary is a bad player, I would not ad\ase this, as 
they never finesse when they ought to do it. 

N. B. — If weak in trumps, you should not venture 
this in other suits. 



24 



MATHEWS ON WHIST. 



36. If your riglit-liand adversary calls, and your 
partner leads ilirougli Mm, with ace or king, the 7iine 
and a small one, you should finesse the nine. 

37. If your partner calls before his turn, he means 
you should play a trump. Take every opportunity to 
show your partner that you can command the trumps. 
In this case he will keep his own strong suit entire ; 
whereas, if the strength of trumps is with the adversa- 
ries, his play would be to keep guard on their suits, 
and throw away from liis own. 

38. With ace, knave, and another trump, it is right 
to finesse the knave to your partner's lead; and if 
strong in tliem you should do the same in any suit. 
If he leads the ten of any suit, you pass it invariably 
with the ace and knave ; unless one trick saves or 
wins any particular point, 

39. It is better to lead from ace nine, than ace 
ten, as you are more likely to have a tenace in the 
latter suit, if led by your adversary. 

40. If your partner, to your winning card, throws 
away the best card of any suit, it shows he wishes you 
to know he commands it ; if the second best, it is to 
tell you he has no more of that suit. 

41. If very strong in trumps, it is always right to 
inform your partner of it as soon as possible. If 
fourth player, you are to ^vin a small trump, and if you 



BIATHEWS ON WHIST. 



25 



have a sequence of three or more, win it with the 
highest, and play the lowest afterwards. 

42. If strong in trumps, do not ruff the second best 
of any suit your partner leads, but throw away a 
losing card, unless you have an established saw, 

43. If ten cards are played out; and there remains 
one entire suit, and your partner leads, if you have a 
king, ten, and another, and sLx tricks, you have a cer- 
tainty to make the odd one, if you play right, let the 
cards lie how" they will ; should your right-hand ad- 
versary put on an honour, you must win it ; if not, put 
on the ten; with. five tricks, put on the king. 

44. Many good players, in playing tierce majors, 
begin with the king and queen. This is often pro- 
ductive of mischief; as, when played at other times 
from king and queen only, the ace is kept up, and 
while each thinks his partner has it and has played ac- 
cordingly, it unexpectedly appears from the adversary, 
and disappoints their whole plan. 

45. If the fourth player wins his adversary's lead, 
it is better to return it than open a new suit, unless 
strong enough in it to support his partner. 

46. With ace, knave, and another, do not win the 
king led by your left-hand adversary. You either 
force him to exchange his lead, or give you ten ace in 
his own suit. 

3 



26 



3IATHEWS OX WHIST. 



47. With ace, queen, etc., of a suit, of which your 
right-hand adversary leads the knave, put on the ace 
invariably. No good player with king, knave, and 

ten, will begin with the knave ; of course, it is fines- 
sing against yourself, to put on the queen, and as the 
king is certainly behind you, you give away at least 
the lead, without any possible advantage, 

48. With only three of a suit, put an honour on an 
honour; with four or more, you should not do it — ex- 
cept the ace should not be put on the Jciiaie. 

49. With king, and one 7nore, good players some- 
times put it on a second, sometimes not; if turned up 
it should invariably be put on. and generally in trumps. 
But queen or knave should never be played, unless a 
superior honour is turned up on the right. 

50. In playing for an odd trick, you play a closer 
game than at other scores. You lead from single 
cards and force your partner, when at another time 
you would not be justilied. It is seldom in this case 
proper to lead trumps : and few finesses are justifiable. 
It is a nice part of the game, and experience, with 
attention, will alone teach it with effect. 

51. If the trumps remain divided between you and 
your partner, and you have no winning card yourself, 
it is good play to lead a small trtimp, to put in his 
hand to play off any that he may have, to give you an 
opportunity to throw away your losing cards. 



BIATHEWS on WHIST. 



27 



A remains with two or more trumps, and two 
losing cards; liis partner, with a better trump, and 
two winning cards. It is evident, if he plays off a 
losing card, he will take merely his own trumps, but 
if he plays an inferior trump, and puts it into his 
partner's lead, he will play off his winning cards, 
and give A an opportunity to throw away his losing 
ones. 

N. B. — This continually occurs, and it is necessary to 
be comprehended. 

52. When your partner leads, win with the lowest 
of a sequence, to demonstrate your strength in his 
suit ; but it is often right to win your adxersarifs lead 
with the highest, to keep him in ignorance. 

53. When your partner plays a thirteenth card, and 
most of the trumps are unplayed, he generally means 
you should put on a high trump to strengthen his own 
hand. 

54. When you have but a moderate hand yourself, 
sacrifice it to your partner; he, if he be a good player, 
\vill act in the same manner. 

55. With three^ return the liigliest ; with four, the 
lowest of your partner's lead. This awswers two 
purposes, by giving your partner an opportunity to 
finesse, and showing him you have but three at most 
in his suit. 



28 



MATHEWS ON U^HIST. 



56. With the ace, queen, and others of your right- 
hand adversary's lead, put on a small one, except he 
leads a knave, in which case put on the ace. 

57. When at eight, with two honours, look at your 
adversary's score, and consider if there is a probability 
that they should save their lurch, or win the game, 
notwithstanding your partner holds a third honour ; if 
not, you should not call, as it gives a decided advan- 
tage against you in playing for tricks. 

58. Finessing in general is only meant against one 
card. There are, however, situations when much 
deeper are required; but theory alone can never ena- 
ble the beginner to discover these. Supposing it ne- 
cessary, you should make two out of the last three 
cards in a suit not yet played, your partner leads the 
nine, you have ace, ten, and a small one. Query, what 
are you to do ? Answer, pass it, though the finesse is 
against three; for, if your partner has an honour in the 
suit, you make two tricks. If not, it is impossible by 
any mode of play whatever. 

59. With king, queen, etc., of your right-hand ad- 
versary's lead put on one of them ; with queen, knave, 
and another, the knave ; vAih. two or more small ones, 
the lowest. 

60. The more critically you recollect the cards the 
better ; at least you should remember the trumps and 



MATHEWS ON WHIST. 



29 



the commanding card of each suit. It is possible tc 
assist the memory by the mode of placing the cards 
remaining in yom* hands — viz. Place the trumps in 
the back part of your hand, your partner's lead the 
next, your adversary's next, and your own on the out- 
side. It is also right to put thirteen cards in some 
known position. 

61. It is highly necessary to be correct in leads. 
When a good player plays an eight and then a seven, 
I know he leads from a weak suit ; the contrary when 
he plays the seven first ; the same even with a tray or 
a deuce. This is what bad players always err in, as 
they never can see the difference. 

62. If left with the last trump, and some ■\\Tnning 
cards, with one losing one, play this first, as your ad- 
versary on the left may finesse, and the second best 
in your partner's hand make the trick ; which could 
not be kept till the last. 

63. Should your partner refuse to trump a certain 
winning card, try to get the lead as soon as you can, 
and play out trumps immediately. 

64. Good players never lead a nine or ten, but for 
one of these reasons : — 

1st. From a sequence up to a king. 
2d. From nine, ten, knave, and king. 
3d. When the best of a weak suit not exceeding 3 
in number. 



MATHEWS ON WHIST. 



If you have either knave or Idng m youi oion hand, 
you are certain it is for the latter reason, and that the 
whole strength of the suit is with your adversary, and 
play your game accordingly. 

65. If your partner leads the nine or Len^ and you 
have an honour, with only one more, put it on ; if 
with two or more, do not ; with the ace and small 
ones, win it invariably ; for it is better that Tie should 
finesse in his own suit than yon. 

66. Unless you have a strong suit yourself, or 
reason to suppose your partner has one, do not trump 
out, unless you have sLx trumps. 

67. There are situations vrhere even good players 
differ : if a queen is laid on your right hand, and you 
have ace or king and two small ones, you should cer- 
iainly win it ; but having king or ace, ten, and a small 
one, I invariably pass it, and for the following rea- 
sons : — by passing it, if your partner has the ace or 
king, you clearly lie tenace, and the leader cannot 
possibly make a trick in the suit, which he must have 
done, had you even the first trick, as he would lay 
tenace over your partner : if your joartner has the 
hiave you lose a trick ; but the odds are greatly 
against this. 

68. It is seldom right to lead from a suit in which 
you have a tenace. With ace, queen, etc., of one 



MATHEWS ON WHIST. 



31 



suit — king, knave, etc., of a second — and the third a 
weak one — the best play is to lead from the latter. 

69. When it is evident the winning cards are be- 
twixt you and your adversaries, play an obscure game; 
but as clear a one as possible, if your jpartner has a 
good hand. 

70. It is equally advantageous to lead up to an 
through an ace ; not so much so to a Tdng ; and dis- 
advantageous to the queen turned up. 

71. Avoid at first playing with those who instruct, 
or rather find fiiult, while the hand is playing. They 
are generally unqualified by ignorance, and judge 
from consequences ; but if not, advice while playing 
does more harm than good, by confusing a beginner. 

72. It is seldom right to refuse to rufi" when yoar 
partner, if a good flayer^ visibly intends you should 
do it. If a had one, your own hand should direct 
you. 

73. If you have ace, king, and two more trumps, 
and your partner leads them originally, insure three 
rounds in trumps ; but if he leads (in consequence of 
your showing your strength) a nine, or any equivocal 
card, in that case pass it the first time ; by which you 
have the lead after three rounds of trumps, a most 
material advantage. 

74. There is often judgment required in taking 



32 



MATHEWS OX WHIST. 



the penalties of a revoke. Before the score is ad- 
vanced, if tlie party revoking has won nine tricks, the 
least C'jn-ideration will show that the adversaries 
should take three of tliem. for if they add three to 
their own score, they still leave the odd trick to the 
former : but if the revoking party be at eight, it is 
better for the adversary to score three points, as the 
odd ivkk leaves the former at iiuie. which is in every 
respect a worse point than eight. On other occasions, 
it is only to calculate how the dilferent scores will re- 
main after each mode of taking the penalty: and it 
will be obvious Avliich will be the most advantageous 
— never losing sight of the points of the game, i. e.. 
scoring eight or five yourself, or preventing your ad- 
versary from doing so. 

75. Vvlth ace. queen, and ten, of yoiu' right-hand 
adversary's lead= put out the ten. 

76. When your left-hand adversary refuses to 
trump a iv inning card, for fear of being over-trumped 
by your partner, and throws away a losi":" ■ - if 
vou liave the commanding card of the su::: 

cards, play it before you continue the former. 

77. When all the trumps are out, if you liave the 
commanding card of your adversary's suit, you may 
play your own as if you had tlie tliirteenth trim:ip in 
your own hand, 



MATHEWS ON WHIST. 



33 



78. If A, your right-hand adversary, leads a card, 
and his partner Bj putting on the knave or queen, 
yours wins ^vith the king — should A lead a small card 
of that suit again, if you have the ten put it on. It 
is probable, by doing this, you keep the commanding 
card in your partner's hand, and prevent the second 
best from making. 

79. If weak in trumps, keep guard on your adver- 
saries' suits. If strong, throw away from them, and 
discard as much as possible from your partner's strong 
suits, in either case. 

80. Should your left-hand adversary lead the king, 
to have the finesse of the knave, and it comes to your 
lead, if you have queen and one more, it is evident 
the finesse will succeed. In this case, play the small 
one through him, which frequently will prevent him 
from making the finesse, though he has originally 
played for it. 

81. If your partner shows a weak game, force him, 
whether or not you are otherwise entitled to do it. 

82. When you are at the score of four or nine, 
and your adversaries, though eight, do not call, if i/ou 
have no honour, it is evident your partner has two at 
least. It is equally so if you have one, that he has 
at least another. If both parties are at eight, and 
neither calls, each must have one. 



34 



MATHEWS ON WHIST. 



A little reflection will enable the beginner to make 
a proper. advantage of these data. 

83. When your partner leads a card, of which you 
have the best and third, and your right-hand adversary 
puts on the fourth, the second only remaining — it is 
a commonly-received, but erroneous, opinion, that the 
chance of succeeding in the finesse is equal; but here 
calculation will show, that as the last player has one 
card more than his partner, it is that proportion in fa- 
vour of his having it. With three cards, it will be 
three to two against making the finesse. 

84. Moderate players have generally a decided 
aversion to part with the best trump, though single ; 
thinking, that as they cannot lose it, and it can make 
but one trick, it is immaterial when it does so : this is 
a dangerous fault. When your adversary plays out 
his strong suit, rufi it immediately, before you give 
his partner an opportunity to throw off his losing 
cards. Do not, however, go into the contrary ex- 
treme, or trump with the best trump, with small ones 
in your hand, for fear of being over-trumped. This 
is a nice part of the game, and can be only understood 
by practice and attentive reasoning. 

85. It frequently happens that your partner has 
an opportunity to show his strong suit, by renounc- 
ing to a lead. If you have a single card in this, play 



MATHEWS ON WHIST. 



35 



it before you force him, let your strength in trumps 
be what it may ; as it is the way to establish the saw, 
which is almost always advantageous; should the 
second player put on the ace to prevent it, still it is of 
great utility by establishing your partner's suit. 

86. A has ace, knave, ten, and a small card of the 
suit led by his right-hand adversary. — Query, Which 
is he to play? Answer, in trumps, the teji: in other 
suits, the small ones ; for this reason — in trumps, a 
good player, with king, queen, etc., leads the lowest ; 
in other suits, the liing ; and in the latter case, of 
course, an honour must be behind you; and be it in 
either hand, you can do no good by putting on the ten ; 
by keeping the three together you render it impossible 
for your adversary to make one trick in the suit. 

87. It often happens that with only three cards re- 
maining in his hand, the leader has tlie worst trump, 
and ace, queen, or some ten ace of another suit. In 
this case he should lead the trump, to put it into his 
adversary's hand to play. By these means he pre- 
serves the tenace. This, though self-evident on pro- 
per consideration, is what none but good players ever 
think of. 

88. Though it is certainly more regular to win 
your adversary's as well as partner's lead with the 
lowest of a sequence, still I recommend occasional de- 



36 



MATHEWS ON ^\TIIST. 



viations from that maxim ; as it is of the greatest ad- 
vantage to give your partner every information in Tiis, 
or ijour 01071, so it is often necessary to deceive your 
adversaries in ilieir suits. It will now and then de- 
ceive your partner also ; but if done with judgment, it 
is, I think, oftener attended with good than bad etFect. 

There are also other situations, where it is highly 
necessary to deceive the adversary. A, last player, 
has a tierce-major and a small trump ; a tierce-major 
with two others of a second suit ; king, and a small 
one of a third ; with queen or knave and a small one 
of the fourth : of which his adversary leads the ace. 
It is so very material for A to get the lead, before he 
is forced, that he should without hesitation throw 
down the queen, as the most likely method to induce 
his adversary to change his lead. But this mode of 
play should be reserved for material occasions, and not 
by its frequency give cause for its being suspected. 

89. Beginners find it difficult to distinguish be- 
tween original and forced leads. When a player 
changes his original suit, he commonly leads his 
strongest card of another, to give his partner the ad- 
vantage of a finesse. In this case you are to play this, 
as if it was your own or adversary's lead — keep the 
commanding card, tenace, etc., and do not return it, as 
if it was an original lead. 



MATHEWS ON I^TEIST. 



37 



90. There is nothing more necessary to be explain- 
ed to the beginner^ than what is usually denominated 
underplay, as it is a constant engine in the hands^ of 
the experienced, to use successfully against the inex- 
perienced player. In other words, it is to return the 
lowest of your left-hand adversary's lead, though you 
have the highest in your hand, with a view of your 
partner's making the third best, if he has it, and still 
retaining the commanding card in your hand. 

91. To explain this farther, suppose A, fourth 
player, has ace and king of his left-hand adversary's 
lead ; to under-play, he wins the trick with the ace, 
and returns the small one, which will generally suc- 
ceed, if the leader has not the second and thkd in his 
own hand. You will see by this, if you lead from a 
king, etc., and your right-hand adversary, after winning 
with a ten or knave, return it, you have no chance to 
make your king, but by putting it on. 

92. The following is another situation to under- 
play : A remains with the first, third, and fourth cards 
of a suit of which he has reason to suppose his left- 
hand adversary has the second guarded ; by playing 
the fourth, it is often passed, and A makes every trick 
in the suit. 

N. B. — Tills sort of play is always right in trumps ; 
but if weak in them, it is generally the best play 
4 



38 



MATHEWS ON ^^TIIST. 



to make your certain tricks as fust as you can 
for if you have not you?- share of tliem, somebody 
must have more than their oivn, and, of conse- 
quence, be weak in some other suit, which pro- 
bably is your strong one. 

93. Keep the trump card as long as you can if 
your partner leads trumps ; the contrary if your ad- 
versary leads them. In the former instance, sup- 
posing the eight turned up, and you have the nine, 
throw away the latter ; in the last (though you have 
the seven or six) play the card you turned up. 

94. When your partner is to lead, and you call 
before he plays, it is to direct him, if he has no 
honour, to play off the best trump he has. 

95. Though, according to the strict laws of whist, 
all words and gestures are prohibited; yet, like all 
other laws not enforced by penalties, they are con- 
tinually violated. ITiere are, indeed, few players who 
do not discover, in some degree, the strength of tlieir 
game, or their approbation or disapprobation of their 
partner's play, etc. As this is on one side often a 
material advantage to the party transgressing, so it is 
quite allowable for the adversaries to make use of it. 
Attentive and silent observation will frequently give 
an early insight into the game, and enable you to play 
your hand to more advantage than by adhering to 
more regular maxims. 



MATHEWS ON WHIST, 



39 



96. Though tenace, or the advantage of position, 
cannot be reduced to a certainty^ as at 'piquet^ and that 
it is often necessary to rehnquish it for more certain 
advantages, still no man can be a whist-player who 
does not fully understand it. The principle is simple, 
but the combinations are various. It is easily con- 
ceived that if A has ace, queen, and a small card of a 
suit, of which B has king, knave, and another; if A 
leads the small card, he remains tenaee, and wins twc 
tricks; whereas, if he plays the ace, he gives it up 
and makes but one. But if B is to lead, he has no 
tenace, and lead which card he will, he must make 07ie 
trick, and can make no more. This easy instance, 
well considered, will enable the player, with some 
practice, to adapt it to more apparently intricate 
situations. 

97. The following cases, which happen frequently, 
will further explain this: A is left with four cards 
and the lead, viz., the second and fourth trump, and the 
ace and a small card of a suit not played. Nine 
trumps being out, B, his left-hand adversary, has the 
first and third trump, king and a small one of the 
suit of which A leads the ace. Query^ what card 
should B play? Answer^ the king; by which he 
brings it to an equal chance whether he wins three 
tricks or two ; but if he keeps the king he cannot 
possibly win three. 



40 



MATHEWS ON ^OTST. 



By placing the cards you will perceive, that if jB's 
partner has a better card than A's, it prevents A from 
making either of his trumps, which, had B retained 
the king, he must have done. 

98. A has three cards of a suit not played, (the 
last remaining.) viz. king, queen, and ten ; B, ace, 
knave, and another ; A leads the king ; ]f B wins it 
he gives up the tenace, and gets but one trick ; where- 
as if he does not, he makes his ace and knave by pre- 
serving it. 

99. A has ace, knave, and ten, of a suit which his 
partner leads. Query, which should he put on? 
Ansiver, the teii, particularly if it is a forced lead ; by 
this he probably wins two tricks. If he puts on the 
ace, and his partner has no honour in the suit, he gives 
up the tenace, and can only win one. 

100. Tenace is easily kept against your ng-7i^-7ia?zi, 
but impossible, without grccit superiority of skill, 
against your left-hand adversary. 

101. To explain what is meant by playing to 
points, place the following hand before you : A has 
the two loicest trumps, and two forcing cards, Vvith 
the lead. The two lest demonstraUy in the adver- 
sary's hands ; though uncertain if in the same or di\i- 
ded. Nine cards being played, and no trumps remain- 
ing — Query, Wliat is A to play? Answer — This can 



BIATHEWS ON WHIST. 



41 



only be decided by the situation of the score, and 
whether or no it justifies the hazarding two tricks for 
one. The least consideration will convince the player, 
that before the score is much advanced, it would be 
highly improper for A to play a iriunp, because he 
manifestly ventured two tricks for one ; of course he 
should secure tw^o tricks by playing a forcing card. 
But suppose A to be at the score of seven^ and that he 
has won six tricks, he should then as clearly venture 
to play the trump, because, if the trumps are divided, 
he wins the game, or otherwise remains at seven, 
which is preferable to the certainty of scoring nine. 
But if the adversary is at nine, this should not be 
done, as by hazarding the odd trick you hazard the 
game. 

N. B. — This mode of reasoning will in general direct 
you w^here and why finesses are proper or impro- 
per. For there is scarcely one, though ever so 
right in general, but what the different situations 
of the score and hand may render dangerous and 
indefensible. 

102. The following critical stroke decided one of 
the most material rubbers that ever was played, and 
is recommended to the attentive perusal even of pro- 
ficients. 

The parties were each at nine. A had won six 



42 



MATHEWS ON ^^TIIST. 



tricks, and remained with the knave and a small 
tramp, and two diamonds ^^*ith the lead. B. his left- 
hand adversary, with the queen and ten of trumps, 
and two clubs. C, his partner, with two small 
trumps and two dio^monds. Z). last player, with ace 
and a small trump, a club and a heart. A led a dia- 
mond, which, being passed by jB, was to be won by 
D. Query — How is he to play to make it possible to 
Avin the odd trick ? Answer — D saw it was not pos- 
sible, unless his partner had either the two best trumps, 
or the first and tliird, \^-ith a successful finesse. He, 
therefore, trumped \\i\h the ace. led the small one, and 
won the game. 

X. B. — In another score of the game, this would not 

be justifiable, as the chance of losing a trick is 

greater than of gaining one by it. 

103. The attentive perusal (in the mode prescrib- 
ed) of these maxims, will, I think, with a little prac- 
tice, enable a beginner to play vAxli very good cards 
to advantage. The difficulty of the game does not 
consist in tliis ; for aces and kings will make tricks, 
and no skill can make a ten win a Jcnave. But there 
are hands which frequently occur when skilful play- 
ers win, where bunglers lose points : and (unless 
when the cards run very high) it is on the playing 
of such success depends, viz. ace or king, and three 



MATHEWS ON WHIST. 



43 



other trumps, a tierce-major, with others of a second 
suit, \^ith a probable irick in a ihird. The player's 
plan should be to remain either with the last trump, 
or with the last but one, with the lead: and to accom- 
plish this last, he must not vjin the second lead with 
the commanding trump, but reserve it for the third. 
Nothing then but five trumps in 07ie hand can probably 
prevent his establishing his long suit, for he forces out 
the best trump, and the thirteenth brings in his suit 
again, which, (^^ithout the lead after the third round 
of trumps) would be impossible. 

104. As this maxim is one of the utmost conse- 
quence, the follo^™g cases, which happen frequently, 
are added, to make it more clearly understood : — 

1st. A has ace and three trumps, a strong suit 
headed by a tierce-major, and a probable trick in a 
third, with a lead. Query — How should this hand be 
played? Answer — A should lead a trump; but if his 
partner wins and returns it, A should not put on his 
ace, but suffer it to be won by his adversary. When 
either A or his partner gets the lead, he of course 
plays a trump, which being won by A, he remains iciih 
the lead, and one, but not the best trump, though they 
should be not equally dimed. This (his strong suit 
having forced out the best) establishes it again, not- 
withstanding the adversary may command the other 



44 



MATHEWS ON ATOIST. 



suits which are by these means prevented from mak- 
ing. 

N. B. — Had the ace been put on the second lead, the 
force would have been on A, and his strong suit 
entuely useless. 

2d. A, with a sunilar hand, has ace, king, and two 
small trumps. If the adversaries lead trumps, he 
should not win the Jirst trick, even if last player. 
By this, after the second lead, he still retains the 
hest for the third, according to the maxim, and es- 
tablishes his suit (though the best trump keeps up 
against him) unless there are five in one hand ori- 
ginally. 

3d. With ace, queen, and two small trumps, do not 
win the knave led on your left-hand, but let it be played 
again, according to the same maxim. 

As the following, or nearly similar situations fre- 
quently occur, I recommend them to the attentive 
perusal of those students who, feeling %^"itlun them- 
selves that they comprehend what I have called the 
alphabet, \^ish to procure a gradual insight into the 
game, the whole combinations of which, I cannot too 
often repeat, proceed from very plain and simple prin- 
ciples ; but it requh'es much reflection to comprehend 
the same maxim, when applied to inferior cards, that 
appears self-endent in the superiors. There is scarce- 



MATHEWS ON WHiST. 



45 



ly a player, who if he has the ace, king, and knave of 
the suit of which his right-hand adversary turns up 
the queen, but will lead the king, and wait for the re- 
turn to finesse his knave. But with ace, queen, and 
ten, (the knave being turned up on his right-hand,) 
the same player will not see that his lead, if he plays 
a trump, is the queen, and that one and the same prin- 
ciple actuates the players on both occasions, and so 
through the suit. 

It constantly happens that the adversary on the 
right-hand having vv on his partner's lead with the ace 
or king returns the knave. In this case do not put on 
the queen, as the probability is against its being 
finessed. But on all these occasions, play without 
hesitation, which constantly directs a skilful adversary 
where to finesse to advantage. 

It frequently happens when you have led from six 
trumps, that after your second lead you remain with 
three or four trumps, the lest in your adversary's 
hand ; in these situations play a small trump, which 
has these two advantages — 1st. To prevent the stop- 
ping of your partner's suit ; and 2nd, to give you the 
tenace, in whatever suit is led by the adversary. 
This, mutatis mutandis, will show that it is bad play 
to put out the best trump, leaving others in the hand 
of one of your adversaries. It may do good to keep 



46 



MATHEWS ON WHIST. 



it up, by stopping a suit, and can answer no good pur- 
pose whatever to play it out. 

A remains with the best trump (say the ten) and a 
small one with some losing cards, his partner, hav- 
ing clearly the second best, (say the nine,) with some 
winning cards ; the adversaries having one small trump 
and winning cards of the other two suits. A is forc- 
ed. Query — How is he to play 1 Ansicer — A is to 
ruff with the best, and lead out his small trump, by 
w^hieh he puts it into his partner's hand to make liis 
winning cards, and renders those of his adversaries of 
no use w^hatever. This mode of play would some- 
times be right, even w^hen it was not certain whether 
the second best trump were in his partner's or his ad- 
versary's hand ; but the fine player alone can be ex- 
pected to distinguish on so nice an occasion. 

There are points where good players disagree. 
Some play what is called a forward — others a more 
timid game. Some commonly put on a king second ; 
others but rarely. In these cases a man may play 
either way, without committing error ; but w^here all 
good players are of the same opinion, it should he re- 
ceived as an axiom — no good player puts on a queen, 
knave, or ten second ; of course, it should on all occa- 
sions be carefully avoided. 

105. The possession of the last trump is of most 



/ 



MATHEWS ON WHIST. 47 

material advantage in the hands of a good player. A 
has the thirteenth trump, with the ace and four small 
ones of a suit not played, of winch the adversary leads 
the king and queen ; by passing them both, A proba- 
bly makes three tricks in the suit, but had he won the 
king, he could not possibly make more than one. 

106. When it is at your option to be eight or nine, 
it is material always to choose the former score. 

107. Observe carefully what is, originally discarded 
by each player, and whether, at the time, the lead is 
with the partner or adversary. If with the former^ it 
is invariably meant to direct the 'partner — if with the 
latter, it is frequently intended to deceive the adver- 
sary, and induce him to lead to his strong suit. 

108. You are not only to take every method to 
preserve the tenace or advantage of the position to 
yourself, when it is evident that the winning cards 
lie between you and your adversary, but also to give 
it as much as possible to your partner, when you 
perceive the strength in any suit is in the hands of 
him and jom left-hand adversary; always keeping 
in your mind, that when the latter or you lead, the 
tenace is against, if your partner lead, it is for the 
adversary. It frequently happens, that by winning 
your partner's trick, when last player, you accom- 
plish this. A has king, knave, (or any other second 



48 



MATHEWS ON WHIST. 



and fourth card) with a sraall one of a suit, that B; 
his left-hand adversar}^, has the first and third, and 
another with the lead. If A leads his card, and 
5, your vartner, vrins it, you, last oyer, should if 
possible win the trick, though it is your partner's. 
By which means you prevent A from making a trick, 
which he must have done, had the lead remained 
with B. 

109. As I have ventured to recommend occasional 
de\iations from what is considered as one of the most 
classic maxims, i. e= leading from single cards, with- 
out that strength in trumps, hitherto judged indis- 
pensably necessary to justify it, I give the reasons that 
infiuence my opinion in favour of this practice, with 
those generally alleged against it, leaving the reader 
to determine between them. Two objections are 
made, which, it cannot be denied, may and do happen. 
The first, that if your partner has the king of the suit 
guarded, and the ace behind it. he loses it : which 
would not be the case if the lead came from the ad- 
versary. The second, and most material, is, that 
your partner, if he wins the trick, may lead out 
trumps, on the supposition it is your strong suit, or 
the adversaries from suspecting your intention. On 
the contrary, the constant and certain advantages are 
the preservation of the tenace m the other two suits, 



MATHEWS ON WHIST. 



49 



which I suppose you to have, and the prohahle one of 
making your small trumps, which you could not 
otherwise do. A has four small trumps, ace, queen, 
etc., of the second suit; king, knave, etc., of a third, 
and a single card of the fourth. In these sort of 
hands, I am of opinion that the chance of winning, 
by leading the single card, is much gi'eater than of 
losing tricks ; and I appeal to those who are in the 
habit of attending whist-tables, whether they do not 
frequently see the players who proceed more exactly 
according to the maxims of Hoyle, etc., after losing 
the game, trying to demonstrate that this ought not 
to have happened, and that they have been van- 
quished by the bad, not good, play of their adversaries. 
I do not recommend in general leading from single 
cards, unless very strong in trumps ; but with such 
hands as I have mentioned, I am convinced it may be 
occasionally done with xei^y great, though not certain 
advantage. It may not be unnecessary to inform the 
reader, that most of Hoyle's maxims were collected 
during what may be called the infancy of whist ; and 
that he himself, so far from being able to teach the 
game, was not fit to sit down even mth the third-rate 
players of the present day. 

I shall conclude these maxims by a short recapi- 
tulation of the most material ones, by way of fixing 

them in the minds of the readers. 
5 



50 



MATHEWS ON WHIST. 



1st. Let them be assured that, without compre- 
hendmg the leads, modes of playing sequences, and an 
attentive observation of the board, it is as impossible 
to make any progress in the science of whist, as to 
learn to spell before they know their alphabet. 

2. That accustoming themselves to reason by ana- 
logy ^\dll alone teach them to vary their play accord- 
ing to circumstances, and show them that the best 
play in some is the worst in different situations of the 
game. It is common to see even good players hazard 
the game, merely to gain the applause of ignorant 
by-standers, by making as much of their cards as they 
are capable of; but this pitiful ambition cannot be too 
much guarded against. Avoid also the contrary ex- 
treme, the faults of the old, and many of the imitators 
of the new school. These never part with a tenace, 
or certain trick, though for the probability of making 
several, and are like fencers who parry well, but can- 
not attack. No player of this kind can ever excel, 
though he may reach mediocrity. 

I must also repeat my ad^dce to ^proficients, to vary 
their play according to the set they are engaged with; 
and recollect that it would be of no advantage to speak 
French like Voltaire, if you lived v/ith people who are 
ignorant of the language. 



MATHEWS ON WHIST. 



51 



ON LEADS. 

1. The safest leads are, from sequences of three or 
more cards lead the TiigJiest, and put on the loivest to 
your partner's lead, but the liigliest on your adver- 
sary's. With a tierce to the king and several others, 
begin \\ith the knave. 

2. With ace. king, knave, and tliree small trumps, 
play out the ace and liing — with only tico the Tcing, 
and wait for the finesse of the knave. In other suits, 
without great strength in trumps, or with the hopes 
of a particular point, do not wait for the finesse. 

3. Ace, king, and five others, lead the ace in all 
suits. With four or less, the lowest, if trumps. In 
other suits, always the ace, unless all the trumps re- 
maining are with you and your partner : in this case 
a small one. 

4. Ace, queen, knave, etc., in all suits the ace. Ace, 
queen, ten, with others, in trumps, a small one ; but 
if with three, unless very strong in trumps, lead the 
ace in other suits. 

5. Ace, knave, with small ones, lead the lowest in 
trumps ; in other suits, if with more than two, lead 
the ace, unless very strong in trumps. 



52 



MATHEWS ON WTHIST. 



6. Ace, with four small ones, in trumps, lead the 
lowest If with four or more in other suits, and not 
very strong in trumps, the ace. 

N.B.— It is the general custom with ace and one other > 
to lead the ace — this is right, if you have reason to 
think it your partner's suit, otherwise lead the 
small one. 

7. King, queen, ten, etc., in all suits lead the king ; 
but if it passes, do not pursue the lead, as certain the 
ace is in your partner's hand, as it is often kept up, 
but change your lead, and wait for the return from 
your partner when you have the linesse of the ten, if 
necessary. 

8. King, queen, and five others, in all suits, the 
king. With four or less in trumps, lead the lowest. 
In other suits, always tlie king, unless you have the 
two only remaining trumps ; if so you may play a 
small one. 

9. King, knave, ten, etc., in all suits, lead the ten. 
King, knave, and two or more small ones, the lowest. 
N.B. — You should not lead from king, knave, and a 

small one, unless it is clearly your partner's suit, in 
which case, play off your king and knave, 

10. Queen, knave, nine, and others, lead the queen. 
Queen, knave, with one other, the queen. Queen, 
knave, with two more, the lowest. Queen, ten, and 



MATHEWS ON ^VHIST. 



53 



two others, the lowest. Queen, and three small ones, 
the lowest. Queen, or knave, \^'ith only two, the 
queen, or knave. 

N.B. — The trump card sometimes occasions a devi- 
ation from these rules. A has the ace or king, 
with a sequence from the ten downwards, of the 
suit of which his left-hand adversary turns up knave 
or queen. A should lead the ten. If the knave or 
queen be put on, you have a finesse on the re- 
turn with the nine ; if not, your partner, with 
an honour, will pass it, and is either way advan- 
tageous. 

The following calculations are sufficient for a be- 
ginner ; deeper ones frequently puzzle even the profi- 
cient : — 

That either player has not one named card not in 
your hand, is . . . . 2 to 1 

5 to 4 in favor of his having . 1 of 2 

5 to 2 . . . . 1 m 3 

4 to 1 . . . . 1 in 4 

N.B. — The odds are so considerable, that no player 
has two or more named cards, that scarce any sit- 
uation justifies plapng on this supposition, except 
the impossibility of saving or icinning the game 
otherwise ; of course, further calculations are more 
for curiosity than utility. 



54 



MATHEWS ON WHIST. 



The odds of the game are calculated accordhig to 
the pomts, and with the deal : — 

1 love . . . . 10 to 9 

2 love . . . . 10 to 8 
and so on, except that 9 is considered as sometliing 
worse than 8. It is 3 to 1 in fav'or of the first 
game. 

N.B. — Notwithstanding that calculations are in general 
accurate, it is difficult to conceive that 10 m 20 is 3 
to 1, while 5 in 10 is but 2 to 1, and even 6 in 10 
is but 5 to 2. I am convinced whoever bets the 
3 to 1, will lose on the long run ; and, on the con- 
trary, he who bets the 2 to 1, and 5 to 2, will gain 
in the same proportion. 

The odd trick has always been supposed in favour 
of the leader : but this is an error, as the dealer has 
the advantage in this, as in every other score. 



LAWS OF WHIST. 

1. If a card be turned up in dealing, the adverse 
party, on naming it, may call a new deal, unless they 
nave looked at or touched the cards, so as to have 



MATHEWS ON WHIST. 



5^ 



occasioned it ; but if any card, except the last, is 
faced,^ it is decidedly a new deal. 

2. Should any card-player have hut twelve cards, 
and the others their proper number, the deal is good, 
and he who has the twelve cards pays for any re- 
nounce he may have made ; but if either have fourteen 
cards, the deal is lost. 

3. If the dealer does not turn up the last card, the 
deal is lost. 

4. The dealer should leave the last card on the 
table till he has played ; after which nobody can ask 
for it, though they may inquire what is trumps at 
any time. Should he leave it on the table after the 
first round, it may be called, as if shown by accident. 

5. Every person has a right, before he plays, to 
call on the players to place their cards before them. 
It is, therefore, a quibble, to say they have no right to 
make that demand. 

6. The party who reminds his partner to call after 
the trump is turned up, forfeits a point. 

7. If one of the players omit playing to a trick, 
and remain \^dth a card too many, it is at the option 
of the adversaries to call a new deal. 

8. If A plays out of his turn to his partner's lead, 
the last player may play before the first : if to his 
adversary's, his partner may be compelled to, or pre- 
vented from, winning the trick at their option. 



56 



MATHEWS ON WHIST. 



9. Mistakes relative to tricks may be rectified at 
any time during the game, whether called or not. — 
Also honom-s, if proved to have been called in time, 
though not scored ; but they cannot be claimed after 
the trump is turned up. 

10. If one party call at any score but eight, the ad- 
versaries may, after consulting, call a new deal ; the 
same if one calls without two^ or the other answers 
without one honour. 

11. If any player calls after he has played, the 
adversaries may call a new deal: but not consult 
together. 

12. If any person plays out of Ms turn, the adver- 
saries have the option to o^dlliliat card at any time, or 
direct the player whose turn it was, to play any suit 
they choose. 

13. If ii, supposing that he has won a trick, lead 
again before his partner has played to it, the adver- 
saries may oblige his partner to win it, if he can. 

14. Any player may call a card from his adversary, 
if he names it, and proves the separation. Should he 
name a wrong one, he may have his best or worst 
card called of any suit played during the deal. 

15. Cards thrown down cannot be taken up again, 
but may be called by the adversaries ; they may be 
shown down by the player, if sure of every trick. 



MATHEWS ON WHIST. 



57 



16. There are in fact four penalties on a revoke, 
which take placB of every other score. The adversa- 
ries may take three tricks from the party revoking, 
or three from their score, or add three to their own ; 
and if there still should remain enough to make the 
party revoking game, they cannot win it, but remain 
at nine. 

17. A revoke is not established before the party 
revoking has played again, or the trick been turned 
and quitted ; but the adversaries, at their option, may 
call for the highest or lowest of the suit at the time, 
or the card shown at any time during the deal. 

18. If a revoke be claimed, the adversaries forfeit 
the penalties of a revoke, if they mix the cards before 
it is determined. 

19. No revoke can be claimed after the cards are 
cut for the next deal. 

N.B. — It is now settled that either of the players may 
insist on the cards being placed at any time previ- 
ous to their being put together. — It is also settled, 
that where a bet is made, that either of the parties 
scores two, the bet is won by honours, though the 
adversary has won the game by cards. Supposing 
that A makes two points, and B, his adversary, 
being at 7, makes three by cards, if A has two by 
honours, he still wins his bet. 



6S 



3IATHEWS OX W^IST 



PROPOSED LAWS. 



Though these laws vive excellent as far as they go, 
yet experience cominces us they are inadequate to 
meet the various cases that continually occur at whist- 
tal3ks. Hence disputes, wagers, references, etc., arise, 
which are often decided differently by different ref- 
erees unsatisfactorily to the disputants, and some- 
times unaccountably to those interested. It has, 
therefore, long been a desideratum, that a Code 
should be attempted, which, having undergone the 
ordeal of examination by proper judges, should, ^^ith 
any addition they may think proper to make, be hung 
up in various club-rooms, as a classical authority to 
be referred to on all occasions. As nobody, has yet 
undertaken this necessary task, whose acknowledged 
judgment would prevent all difference of opinion; I 
have attempted sometliing of the kind. The cases, 
with tlieir decisions, I know to have happened : and 
the consequent rules vrhich I endeavour to establish 
are founded on the follo^v^ing principle of all laws, 
viz, that penaJtits should be in exact proportion to 
the advantages possible to accrue from the transgres- 
sion. 



MATHEWS ON WHIST. 



59 



Whether these reguhitions are adopted or not, if 
they stimulate some person, more capable of the task, 
to accomplish what I fail in, I shall by no means re- 
gret the trouble I have taken, or be mortified at the 
I ejection of my opinions. 

Case 1. The parties vrere each at the score of 8, A, 
the elder hand, called, having but one honour in his 
hand, and his partner did not answer it. jB, the next 
adversary, though he had two honours, did not call, as 
he of course thought it could be to no purpose. The 
game, being played out, was won against the honours. 
This was referred on the spot, and decided in favour 
of the tricks ; but, in my opinion, so improperly, that 
I do not hesitate to propose the following law^ to be 
added to the present code : — 

"Whoever calls, having only one honour in his hand, 
should forfeit in proportion to any advantage that 
actually does or 7nay possibly accrue from the fault. 
Should it prevent the adversaries from calling, 
after the hand is played out, the honours shall 
take place of the tricks." 

Case 2. The dealer, after sho^\ing the trump card, 
through awkwardness, let it fall on its face. It was 
determined on the spot that the deal should not stand 
good; but the card not having been seen, as there 
iould be no possible advantage made by the mistake. 



m 



MATHEWS ON WHIST. 



I am of a different opinion, and propose the following 
addition . to the third law, as it now stands in this 
book:— 

" But if the card be shown, and falls on its face by 
accident aftenvards, then the deal to stand good." 
Case 3. A, playing out of his turn, B, his partner, 
was directed to play a trump ; B, however, led 
another suit, and three or four cards were played 
before it was discovered that B had a trump in his 
hand. It was referred to me on the spot, as no 
printed laws reached the case. I decided that the 
cards should be taken up again, and a trump led by 
B, as directed. This decision was approved by both 
parties, and I propose it as a law on any similar oc- 
casion. 

Case 4. A called at 8 ; his partner did not answer, 
though he had an honour, having a bet on the odd 
trick. The adversaries contended that the deal should 
not stand, and a wager was laid in consequence, and 
referred to me. I decided that the game was faMy 
won, because there could be no possible advantage 
made of the circumstances so far as related to the 
game, though it might as to the i7'ic'k, had that been 
the case referred. I think it impossible to object to 
the following law, viz. : 

" No one is obliged to answer to his partner's callj 



MATHEWS ON WHIST. 



61 



even though he has the other two honours in his 
hand.'' 

Case 5. A, at the score of 8, on gradually opening 
his hand, saw two honours in it immediately,' and 
told his partner of it, who did not answer. A, con- 
tinuing to look at his cards, found a third honour, 
and showed them down. It was contended that he 
had no right to do this, and decided, as I hear, against 
him; but I am fully convinced, improperly, and I 
propose a law, that — 

"No man with three honours in his hand can be 
precluded from taking advantage of them at any 
time previous to his playing a card." 
I shall now attempt to frame a law, which, if 
agreed to, will, in my opinion, put a stop to a prac- 
tice that, though perhaps not meant to be, is in itself 
absolutely unfair, and, what is still worse, is the 
parent of all those unpleasant disputes and alterca- 
tions, which form the only objections to a game in 
every other respect calculated for rational amuse- 
ment. I need scarcely add, that I mean the dis- 
covery, by words or gestures, of your approbation or 
dislike of your partner's play, before the deal is 
absolutely finished. I do not mean to prevent talking 
over the last hand between the deals, but that it 

should be absolutely prohibited, under a severe pen- 
6 



62 



MATHEWS ON WHIST, 



alty, to say a word between the turning up of the 
trump card and playing the last card of the deal, 
except what is already allowed by the rules of the 
game — such as to ask what is trumps, to desire the 
cards may be drawn, etc. The law I propose is 
this : — 

" Whoever shall, by word or gesture, manifestly dis- 
cover his approval or disapprobation of his part- 
ner's mode of play, or ask any question but such 
as are specifically allowed by the existing Laws 
of Whist, the adversary shall either add a point to 
his own score, or deduct one from the party so 
transgressing, at his option." 



CONCLUSION. 

I have been desired by some beginners, to whom 
tliis book is particularly addressed, to give a minute 
definition of two words, which, though universally 
used, are not generally understood. I mean Tenace 
and Finesse, Indeed the game depends so much on 
the comprehension of their principles, that any man 
desirous of obtaining even a competent knowledge 
of it will never regret the trouble of the study. 



MATHEWS ON WHIST. 



63 



Many parts of Whist are mechanical, and neither 
maxims nor instructions are necessary to inform the 
beginner that an ace wins a king ; or that you must 
follow the suit played, if you have one in your hand. 

The principle of the Tenace is simple. If A has 
the ace and queen of a suit, and his adversary, 
has the king and knave, the least consideration will 
show that if A leads, B wins a trick, and vice versa : 
of course, in every situation it is the mutual plan of 
players by leading a losing card to put it into the ad- 
versary's hand, to oblige Mm to lead that suit, whereby 
you preserve the tenace. So far is easily compre- 
hended ; but it requires attention ^Yith practice to ap- 
ply the principle^ so obvious in the superior to the in- 
ferior cards, or see that the same tenace operates 
occasionally with the seven and five, as the ace and 
queen, and is productive of the same advantage. A. 
last player, remains with the ace and queen of a suit 
not played, the last trump and a losing card. B, his 
left-hand adversary^ leads a forcing card. Query — 
How is A to play ? Answer — If three tricks win the 
game, or any particular point, he is not to ruff, but 
throw away his losing card, because his left-hand ad- 
versary being then obliged to lead to his suit, he re- 
mains tenace, and must make his ace and queen. 
But upon the supposition that making the four tricks 



64 



IMATHE^rS ON WHIST. 



gains him the rubber, he should then take the force- 
as in these situations you are justified in giving up 
the tenace for an equal chance of making any mate- 
rial point. 

The Finesse has a near affinity to the tenace, except 
that the latter is equally the object where two, and 
the former only where there tire four, players. A has 
the ace and queen of a suit led by his partner: now 
the dullest beginner will see it proper to put on the 
queen ; and this is called finessing it, and the inten- 
tion is ob^dously to prevent the king from making, if 
in the hand of his right-hand adversary. Should it 
not be there, it is evident you neither gain nor lose 
by making the finesse; but few players carry this 
idea down to the inferior cards, or see that a trick 
might be made by a judicious finesse, against an 
eight, as a king; but to know exactly when this 
shotild be done, requires more skill than in the more 
obvious cases, united ^^ith memory and observation. 
— Another case of finesse, even against two cards, fre- 
quently occurs, and the reason, on reflection, is self- 
evident. 

A leads the ten of a suit of wliich his partner has 
the ace, knave, and a small one ; B should finesse or 
let the ten pass ; even though he knows the king or 
queen is in his left-hand adversaiy's hand : because 



MATHEWS ON WHIST. 



65 



he preserves the tenace, and probably makes two 
tricks ; whereas, had he put on his ace. he could make 
but one — in short, tenace is the game of position; and 
finesse, the art of placing yourself in the most advan- 
tageous one. 



OBSERVATIONS ON SHORT WHIST. 



Since the publication of this little Treatise, a New 
Game has come into fashion, which is denoted SHORT 
WHIST. This, though apparently played on the same 
principles, is, in many respects, essentially different 
from the Long Game ; so much so, that it appears ob- 
vious to me, a very critical player at the one may be 
deficient at the oilier. There have been, I presume, 
two inducements for this alteration ; the one to pro- 
mote a quicker circulation of the cash, and make the 
play deeper; the other to reduce the advantage of the 
good over the lad player, by approximating a game 
of skill still nearer to a game of chance. That it has 
both these effects is evident, for Short Whist is much 
higher play at a guinea than Long Whist at two 
guinea points; and I am convinced that the fewer 
points to be played for, the greater the advantage to 
the inferior player. On the supposition that honours, 
on an average, are four in the Long, and two each 



MATHEWS ON 



67 



game in Short Wliistj I think the good player has 
double the advantage in the former, to what he has 
in the latter game, having twice the number of points 
to play for. A very good player at one game vvould, 
undoubtedly, by reflection and practice, become so 
at the other ; both are games of attack and defence, 
and a great deal depends on properly judging which 
is to be adopted ; but no rules can give what depends 
on natural quickness and observation^ In general, 
however, I think the forward game is oftener right in 
the New than in the Old Whist. To force your part- 
ner, and endeavour to steal a trick, would be thought 
often allowable in the Short, when in the Long Game 
it would be condemned. 

The odds are also very considerably altered, and, 
cccteris paribus, I conceive it is at least five to four in 
favour of the dealer for the game ; and six to five for 
the rubber in the New ; whereas in the Old Game it is 
at most gold to silver, or 21 to 20. To conceive this, 
you must consider that it is little more than two to 
one against the turning up an honour: and having 
turned one up, it is nearly an even bet that the dealer 
scores two by honours. For as two out of the other 
three must be in the hands of one party, and the 
dealer and his partner having twenty-five cards, there 
is only twenty-six to twenty-five against iheii' having 
them. 



68 



3IATHEWS ON ^.VHTST. 



This is so decided an advantage, where five is the 
number to be played for, that I am confident two bad 
players, with the first deal in every game, would in a 
long run beat the two best in England. 

In Short as m Long ^^^list. though the knowledge 
and practice of general rules may constitute a tolera- 
ble player, yet to acquii'e any excellence, a critical 
perception, when and how these are to be departed 
from, is absolutely necessary. There are few things 
to be observed m which there is a considerable differ- 
ence, in the two games ; though tlwee, in the Jirst in- 
stance, is nearly as good as four' (T mean your adver- 
saries not having scored a point), still it is by no 
means so if tliey are also three or four. The reason 
is obvious: it is the chance of calling which gives 
eight the advantage over nine ; but this not being al- 
lowed at iliree, it is e\ident that if your adversary is at 
four, and you have two by honours, three is not bet- 
ter than two, as without the odd trick you lose the 
game. Of course, in the beginning of a game, no 
finesse is justifiable, on which depends your scoring 
two or four, when you have three certain in your 
cards. 

It is easy to conceive that, with a very good hand, 
it is not improbable that you may score five, though 
highly so that you do not ten. Of course bold play is 



MATHEWS ON ^\TIIST. 



69 



much oftener successful in the Short than in the Long 
Game, and stealing a trick, which will save the game 
in the one, will, in case of a great hand, seldom have 
that effect in the other. 

In contradiction, however, to my opinions, I hear 
that the good players are fonder of the Xeic than the 
Old Game ; though I can see no argument in favour 
of this, except (as I before premised) that it circulates 
the money quicker. 

I cannot omit one observation : — Though with 
good players, the lead nearly counterbalances the 
advantages of the dedl^ with had ones it is of little or 
no advantage; of course it increases that of the dealer. 
The first lead in both games requires judgment, and is 
so little comprehended that it is generally twelve to 
one a ^\Tong card is played, and the fate of the whole 
hand frequently depends upon it. These are, how- 
ever, such plain situations that it is impossible to make 
a mistake. 

At Short Whist, the first deal, there is scarcely 
any finesse that is not justifiable, when the failure 
leaves you at tliree instead of four. 



70 



MATHEWS ON \\TnST. 



POSTSCRIPT. 



Being unexpectedly called on for another Edition 
of this little Treatise, it may be expected I should make 
some further observations on the various situations 
which must occur in a game of such extensive combi- 
nations. I am vain enough to think, that the attentive 
reader must have acquired a competent knowledge of 
its principles but I repeat, that no written maxims 
can make a fine Whist-player ; therein " the patient 
must administer to himself." Were I to define the 
exact difference between a good and a fine player. I 
should say that the former fully comprehends the 
force of the maxims, and how they are to be followed : 
the latter as clearly sees when and why they are to be 
violated. Without a knowledge of the different 
leads, the common finesses, mode of playing se- 
quences, etc., it would be absurd to call a man even a 
badpIayer^RS indeed he does not play the game at all. 
Reasoning and observation alone can show a man the 
situation he is placed in ; either by the hopes of win- 
ning, or fear of losing the gam^ in the . hand he is 



MATHEWS ON WHIST. 



71 



actually playing, when it is absolutely impossible to do 
either by the common mode of playing Ms cards. The 
fine player sometimes accomplishes it by what is 
called a brilliant stroke. I will mention a case o'f this 
kind, which is not an ideal one, and will explain my 
meaning better than any abstract reasoning that I 
could adopt. 

The trumps all out, A remained with the ace, 
queen, knave, and two others of a suit not yet played, 
and the lead. The adversaries had five tricks, and the 
odd trick decided the rubber, consequently he must 
win four out of the remaining five cards to save it. I 
need not observe that the ace is the card usually led 
from such a suit ; but A considered that, by so doing, 
it was highly improbable he should establish the suit, 
and that his sole hope was to deceive the adversary. 
He led the queen, which was won by the king ; and as 
his partner had not the ace, the adversary naturally 
concluded it to be in Ms partner's hand, and of course 
that, by returning this suit, he must win the game. 
The consequence was that A won the four tricks and 
the rubber. 

After all that can be said on the subject. Whist is 
by no means a game of skill like Billiards. The best 
calculator and Whist-player of his time (Lord William 
Manners) always maintained that there was no more 



72 



MATHEWS ON ^VHIST. 



than five per cent, odds, between the two best and the 
two worst players; yet there is scarcely a rubber 
played where shillings are not given, in other words, 
ten per cent, for the choice. This, if constantly per- 
sisted in, must ruin the Better: indeed, this will be 
the consequence to every man, who lays the odds, as 
they are at present calculated, I mean the tliree to one. 
after the first game : the five to two (on six), and 
two to one on five love, are, I think, in favour of the 
Better, In regard to finessing, every player knows 
the tenace when the superior cards are in question, 
and the usual modes of gaining it : but there are few 
who carry this down to the smaller ones, or consider 
that the same good effects are produced by attention 
to the latter as to the former. However, this style of 
play is not to be acquired without the habits of deep 
playing, as it requires meditation, and a total abstrac- 
tion from any thought but what is fixed on the cards 
at the time of playing. 

Attention to the minutiee of the leading the lowest 
or highest of cards of the same value, such as the 
deuce or tray, is also the consequence of high play, 
and, however necessary, seldom attended to for trifling 
stakes. How^ever, I recommend to beginners to play 
with the same attention for shillings as pounds, and can 
assure them of a rapid improvement in consequence. 



SHORT whist: 

ITS RISE, PROGRESS, AND LAWS; 

TOGETHER WITH 

MAXIMS FOR BEGINNERS, 

AND 

OBSERTATIONS TO MAKE ANY ONE A WHIST-PLAYER 
BY MAJOE Y'OUNG. 



PREFACE. 



The flattering reception of this little treatise (as 
evinced by a second edition being required ^vithin 
two short months) has induced the Editor to revise 
it most carefully. At the suggestion of some of the 
best players at the first clubs, he has added several 
laws of the game now observed, but which are either 
omitted or not clearly expressed in the old autho- 
rity, Hoyle, in order that the ^Major may be a stand- 
ard and complete reference at the Whist-table ; also 
some peculiarities of Shoj^t Whist, particularly respect- 
ing finessing, that will be useful to those wishing to 
excel in a favorite amusement, and to overcome 
prejudices as to modes of play. The Whist of 
Brookes's, White's, and Graham's clubs is no more 
like country play, than Pliilidor's game of chess was 
like that of Mrs. Grundy ; remarks, therefore, indu- 
cmg young players to reflect ^^ill be of some service, 
as they may be assured that skill in nothing, not even 
in a game at cards, can be acquired ^^'ithout thinking 
about it. 

St. James's Street, March, 1835. 



SHORT WHIST 



Short Whist started up, and overthrew the an- 
cient. Long Dynasty, about twenty-five years ago; 
yet, strange to say, no historian has hitherto recorded 
the event. Ought not this most momentous of all re- 
volutions to have its causes and effects investigated ? 
to have its mighty influences upon the fortunes of 
mankind traced to their source ? Yea. Come then, 
oh Muse ! in the shape of the Queen of Trumps, and 
impart to my feeble hand and pen all the strength and 
finesse thy welcome presence can give. 

This revolution (compared to wliich those of 1789 
and 1630 were mere things of a day) was occasioned 
by a worthy Welsh baronet preferring his lobster for 
supper hot. Four first-rate Whist-players — conse- 
quently, four great men — adjourned from the House 
of Commons to Brookes's, and proposed a rubber while 
the cook was busy. " The lobster must be hot," said 
the baronet. "A rubber may last an hour," said 
another, " and the lobster cold again, or spoiled, be- 



78 MAJOR YOUNG ON SHORT A^THST. 

fore we have finished." — It is too long," said a third 
"Let us cut it shorter," said a fourth. — Carried nem 
con. Down they sat, and found it very lively to win 
or lose so much quicker. Besides furnishing conver- 
sation at supper, the thing was new — they were legis- 
lators, and had a fine opportunity to exercise their call- 
ing. Let us imagine these four sages to represent 
the four suits. 

Spades (digging into the bowels of the lobster). 
Five shall be game without reckoning honours : thus 
leaving less to chance and more to skill. 

Clubs. Then you will never get indifferent 
players to plaj^, and knock up the game altogether. 

DiA3i0NDs. Three should save lurch ; and without 
calling, the honors may be then scored ; but not at 
four. 

Hearts. I have finished the lobster; let us try 
again, upon the last-named principle, with which I am 
seriously inclined to coincide, and settle it. 

All. Agreed. 

So they settled to it, and went home in hackney- 
coaches by day-light, satisfied with having performed 
this arduous duty. 

Next day St. James's Street was in commotion ; 
the Longs and the Shorts formed each a party, and 
violent was the contention between them. All the 



3IAJ0II YOUNG ON SHORT Vv^HIST. 79 

gamblers were Shorts ; and, by dint of that eloquence 
which invariably flows in streams of persuasion when 
any thing is to be got, succeeded in bringing over 
many middling players, to think it a good thing to 
have more frequent opportunities of losing, or, may 
he, winning. The regular old stagers made an obsti- 
nate stand; they were Longs to the back-bone. 
What I (cried they) overthrow the venerable institu- 
tions handed down by our forefathers, which w^e are 
bound to transmit unsullied to posterity? What is 
to become of all those calculations of the odds that 
we have got by rote, and which by prescription are an 
integral part of the game ? How can we become sud- 
denly habituated to this new-fangled rapidity ? it is 
change, but not reform : never will we consent to so 
great, so dangerous, an innovation. They were soon, 
however, outvoted ; those " whose chariots roll upon 
the four aces" (1) had succeeded in gaining over the 
multitude who play ^Vhist without ever thinking about 
it. The Longs began to give way, fearing to lose their 
diurnal amusement altogether, and listening to their 
opponents, who soon made it plain that good steady 
play would be recompensed, by obtaining a greater 
advantage, inasmuch as the loss of a critical odd trick. 



(1) Provoked Husband. 



80 



MAJOR YOUNG- ON SHORT WHIST. 



one out of five, must be oftener fatal than one out of 
ten; and the events being multiplied, the influence of 
bad play upon them must be multiplied also. In re- 
venge of the clamouring mob of bunglers, they 
coalesced with the gamblers ; and even went beyond 
them by introducing French points : thus the stakes 
were not only imperceptibly doubled by cutting the 
game in halves, but a very pretty addition marie to 
them by this amendment, which ordained the points 
played for to be eight, instead of five. 

The waves of commotion having thus subsided, 
the original stirrers-up of the storm, instead of losing 
their heads, like many of their great prototypes, were 
installed as lawgivers upon the occasion ; they framed 
a code, which has been observed to this day. Their 
constituents were, strange to say, all satisfied ; and St. 
James's echoed to the cry of " Long live Shorts ! ! I " 

As frequently happens, however, in another place, 
where laws are manufactured upon such compara- 
tively trifling matters as trade, taxation, life and death, 
poor-laws, and the church (all which we must allow 
to be of very secondary consideration to the noble 
game of Whist), the House of aces, kings, queens, 
and knaves made a botch — committed a very glaring 
and obvious error, which ought to be ri mended in a 
future bill; and, as my strength and constitution 



MAJOPw YOUNG ON SHORT -WTHST. 



81 



have been completely renovated by means which 1 
will impart to the gentle reader before I have done 
with him. and as I mean to live and stand for the 
next Whist Parliament, I hereby give notice of a mo- 
tion to alter and amend the clause which allows four 
by honom's and two by honom's to be scored. I 
have already gone so far as to have a speech made for 
the occasion; and intend, as is customary, to give 
Mr. 1.5 the actor, a guinea a lesson, to teach me how 
to speak it. Here it is : — 

" Unaccustomed as I am to public speaking, and 
feeling my inability to do justice to the mighty in- 
terests of the illustrious persons, whose presence fills 
every heart with gladness, I must regret that no 
abler advocate has taken their cause in hand. In- 
adequate as are my powers to assign to them all the 
merit they are entitled to, I am free to confess that 
a sense of imperative duty impels me to rise, and 
to take all the sense I can find of the House upon this 
simple, yet important, point. \Ylien the great men 
who framed the existing law cut the game of Whist 
in halves, and thereby doubled the pleasure and 
profit of their pains-taking and most deserving fellovv'- 
subjects — when, I say, they boldly cut away the half 
that was supei*fluous, — when they with admirable 
arithmetic made what used to be ten five, ought they 



82 



MAJOR YOrXO OX SHORT WHIST. 



not to have cut the whole — ought they not to have 
cut the honours in halves also ? By omittmg this, 
they have done then* work by halves. {Hear 1 liear I) 
Is it not sense, is it not justice, is it not reason, that, 
the game being halved, all parts of it should have 
been halved, and three honours reckoned one point, 
four honours reckoned two points 1 Thus would the 
aristocratic portion of this useful game be kept within 
due bounds, — would not, by possessing (as at present) 
an undue and unpopular power and preponderance, 
excite those feelings which must ultimately be in- 
jurious even to themselves: and which they will, no 
doubt, witli their well-known liberality, now ^^*iil- 
ingly concede. 

I must add, however, that whatever is given up, 
they will \-ield from a sense of right, — not giving way 
to idle clamour, which they despise, as it is well 
known they are thorough game. 

" I therefore conclude by moviog, first, for an 
authentic return of what is scored at Whist in the 
best societies, distinguishuig between what is scored 
by tricJcs and what by honours; — and, when these 
are officially before the House, secondly, that a com- 
mittee be appointed to search into the laws of this 
important game generally, and to report if gi'eat ben- 
efit to the public may not arise from any, and what, 
alterations in them." 



MAJOR YOUN& ON SHORT WHIST. 



83 



LAWS OF SHORT WHIST, AS NOW PLAYED. 

1. The game is five up ; one point scored saves a 
triple game ; three points scored saves a double game. 
The rubber is reckoned two points, making eight in 
the whole. 

2. Honours are not scored at the point of four. 

3. In cutting for partners, the two highest and the 
two lowest play together ; the lowest deals, and has 
the choice of cards and seats: the ace is lowest. 
Should a second cut be requisite in consequence of 
two or three cards of equal value being cut, and the 
lowest of the original four not be one of those who 
cut a second time, that original lowest has the deal 
and choice, notwithstanding two lower cards may be 
cut subsequently. 

4. Every player has a right to shuffle the cards ; 
but the dealer has the option of shuffling last; no 
one can alter the pack in any way after the cards are 
cut. 

5. A less number than four cards taken from the 
top, or left at the bottom, is not a fair cut; — they 
must be replaced, and the cards cut again. 

6. Should any card be exposed, or seen in cutting, 
the cards must be reshuffled and cut again. 



84 



MAJOR YOUNG ON SHORT WHIST. 



7. The dealer is not allowed to touch the cards on 
the table, in order to rectify any error, or supposed 
error, in dealing ; and cannot take back a card from 
more than one parcel ; that is to say, if he di'ops two 
cards by mistake, and has continued beyond the hand 
on which the extra card fell, it is a misdeal. 

8. If the dealer turns up a card by his own fault, 
the adverse party, on naming it, may call a new deal 
before the trump is turned ; but if any card except the 
last be faced, it is a new deal of course. 

9. If, however, either of the adverse party touch 
the cards during the operation of dealing, they can- 
not call a fresh deal under any circumstances, and, in 
case, of a misdeal, the dealer is entitled to deal again. 

10. Any one dealing out of turn may be stopped 
before the trump card is turned; if not discovered un- 
til afterwards, the deal goes on in rotation ; and where 
two packs of cards are used (as is now the custom) 
the packs as changed must so continue. 

11. Should any player have but twelve cards, and 
the others their proper number, the deal stands ; and 
he who has the twelve cards (supposing the pack to 
have been originally perfect) is subject to the penalty 
for any revoke he may have made ; but if either have 
fourteen cards, the deal is lost. Count your cards as 
you sort tliem. 



MAJOR YOUNO ON SHORT WHIST. 



85 



12. If the dealer di'op the last card upon others 
with the face downwards before it has been seen, 
he loses the deal ; it is, however, permitted to place 
it apart, while bets are made, or the former deal 
settled. 

13. The dealer should leave the trump card on 
the table till he has played, after which no one is 
entitled to see it, but may inquire at any time what 
suit is trumps. Should the trump card be left on the 
table after the first trick is turned, it may be called. 

14. Every player, before a trick is put together, 
may insist upon knowing who played a particular 
card, or require each to lay his card before liim, 
which comes to the same thing. Formerly the de- 
mand for a particular card must be made before 
playing ; but. according to the authority of my old 
friend Mathews, it was settled otherwise, — and very 
properly. 

15. If one of the players omit playing to a trick, 
and remain with a card more than the rest, the adver- 
saries have the option of calling a new deal. 

16. If the third player play before the second, the 
fourth or last player may play before his partner ; if 
the fourth player play before the second (his partner), 
the second may be compelled to win, or prevented 
from winning the trick. 

8 



86 



MAJOR YOrXG ON SHORT 



17. After four cards are played, no error in playing 
out of turn can be rectified. 

18. Mistakes in scoring tricks may he rectified at 
any time during the game, whether called or not — also 
honours, if proved to have been called in time : namely, 
before the trump card of the next deal is turned up. 

19. If any person lead out of his turn, the adver 
paries have the option either to call the card so play- 
ed, at any time, or to call at the time any suit they 
choose from the partner who ought to have played. 

20. If any one, supposing he has won a trick, lead 
again before his partner has played to it, the adver- 
saries may oblige the partner to win it. 

21. A card to be called must have been separated 
from the rest — and named. Should he who calls a 
card name a wrong one, he may have his best or 
w^orst card of any suit called during the deal. 

22. An exposed card, or a suit, must be called be- 
fore the party plays ; but he may be desked to stop, 
and the adversaries may consult as to calling. 

23. A card is liable to be called if named, or even 
hinted by any player to be in his hand. 

24. If a player trumps a suit by mistake, and the 
adversary plays a small card in consequence, the 
small card may be taken back (without being liable 
to be called), and the trick won with a higher card. 



BIAJOR YOUNG ON SHORT WHIST. 



87 



25. Cards thrown down must remain upon the 
table, and may be called by the adversaries. 

26. If a person declares he " can win the game," or 
" win so many tricks," or speaks in such a w^ay as to 
inform his partner that he has either a good or a bad 
hand, he may be compelled to lay his cards upon the 
table to be called. 

27. Any one is entitled to ask at any time " what 
suit is trumps but not to be informed which was 
the trump card. 

28. A player is entitled at any time to see the last 
trick turned, but never to see more than eight cards. 

29. There are three ways of exacting a penalty for 
a revoke, which takes place of every other score : — 
three tricks may be taken from the party revoking ; 
or three points from their score ; or three added to 
their adversaries' score. And whichever way the 
penalty may be taken, the revoking party must re- 
main at four, not^^ithstanding sufficient might have 
been left to make them game. (1) 

(1) There is frequently judgment required in selecting the penalty 
for a revoke. If the revoking party be four love, add three to your 
own score, as it saves a double game, and puts you at three to four : 
if he be at three, take them away from his score, and so on. In tak- 
ing away his tricks, recollect you may safely leave him to reckon 
honours : as he must remain at four, it is only to calculate how the 
scores will remain, after the penalty is taken. 



88 



MAJOR YOUNG ON SHORT WHIST. 



30. A revoke is not established before the party re- 
voking or his partner has played again, or the trick 
has been turned and quitted; but the adversaries may 
call for the highest or lowest of the suit at the time, 
or the card shown at any period of the deal. 

31. If a revoke be claimed, the adversaries forfeit 
as for a revoke, if they mix the tricks before it is 
settled. 

32. No revoke can be claimed after the cards are 
cut for the next deal. 

33. Whoever shall, by word or gesture, show his 
approval or disapproval of his partner's mode of play, 
during the deal, or make any remark, or ask any 
question, not specially allowed by the Laws of 
^Vllist, shall forfeit one point, either to be added to 
the adversaries' score, or deducted from his own, at 
their option. 

34. If the dealer looks at the bottom card, he loses 
his deal. 

35. Whoever loses his temper, and scolds, should 
be cut, and never come again. 

There are two, or perhaps three, clubs in London 
where it is ruled, that whoever scores honours vAth- 
out having had them forfeits the number scored: this 
is a rule that ought to become general. 

Having given the laws above, with Vv'hich every 



MAJOR TOUXG ON SHORT WHJST. 89 

one who plays ought to be acquainted, let us proceed 
to lay down some of the principles of the game ; pre- 
mising, that no written instructions can make a fine 
Whist-player. Common attention, however, to the 
effects of different leads, and of the ordinary com- 
binations, if looked into, with the cards before you, 
will enable any one to cut in if requested, and to de- 
fend his money. 

The old discussion, whether Short Whist is to the 
advantage of the good or middling player, seems to 
be settled, like many others, by both retaining their 
own opinion. Mathews, the most gentleman-like and 
best Whist-player of the Long school, in his Short Ob- 
servations published upon the new game, as he calls 
it, has expressed his opinion that it was in favour of 
the middling; but, to my certain knowledge, he lived 
to change it, and to see how frequently indifferent 
play prevented saving a game; for it is in playing bad 
cards to advantage that superior skill is most mani- 
fest. Another discussion, as to whether this game 
was to he played in a different manner from the old, 
still exists. You will constantly hear dogmatists say, 
" It is dangerous to finesse at Short Whist." The 
good player knows that a finesse, to be a finesse, must 
be made d propos, which nothing but hioidedge and 
quickness can teach. The point in dispute may be 



90 



MAJOR YOUNG ON SHORT ^VHIST. 



thus settled : — How would good players play at five-all 
in the old game ? Tliey would play to make five to 
wm the game; or three points to score eight for the 
advantage of calling : this is precisely the new game 
— the attack and defence is therefore the same as at 
five-all. The introduction of Short Wliist, how- 
ever, had the effect of improving Whist-players gene- 
rally; scarcely a bungler now exists who does not 
know that five tricks with one honour saves the game. 
Whereas, formerly, bad Wliist-players were like tra- 
vellers upon a straight French road, between a long 
vista, which seemed to have no end and no variety ; 
they played the same from one end of the game to 
the other, always thinking of ten points ; now they 
have learnt that a sudden turn on a rapid 3Iacadamized 
turnpike may bring its coup de grace; and they, as 
vrell as they can, look to the score, and play to points : 
it is, therefore, almost unnecessary to say, — 

1. Never risk the fifth trick with a bad liand, but 
play out a winning card. 

2. Supposing you to have four tricks, your adver- 
saries to have five tricks, and you have the lead with 
king, three of a suit, and one losing card, of which 
you know your adversaries to have the best, lead the 
losing card, as your best chance of maldng your king 
is for the adversaries to lead that suit. 



MAJOPw YOUNG- ON SHORT WHIST. 



91 



3. The good player plays his partner's hand and 
his own. or twenty-six cards ; the bad player his 
own thirteen only. Play a losing card rather, than 
lead a weak fresh suit; as it is probable, if the adver- 
saries lead that suit, your partner may screw out a 
trick with even the tliird best of it, by becoming last 
player. 

4. The original lead will often effect the loss or 
saving of the game. With a bad hand, lead that suit 
which is least likely to injure your partner's hand. It 
is clear that, unless he holds an honour, and can make 
at least four tricks, the game is gone; as you can 
make, perhaps, at most one. Do not, therefore, lead 
from four or five small cards; rather lead out a 
king from king and two others. Queens and knaves 
are strengthening cards. jMany players differ as to 
leading single cards when weak in trumps. It appears 
to me oftener to defeat than to gain its own object ; 
as, unless your partner holds the ace of the suit, or 
the king ^^ith the ace on his right, you inevitably sa- 
crifice the king or a good card: you moreover run 
the risk of being defeated by your own partner; as 
he, with other strong suits, will give you credit for 
strength instead of weakness in this, and lead 
trumps. 

It must, however, be admitted, that there is more 



92 MAJOR YOUNG ON SHORT WHIST. 

probability your partner will have a good finesse, or 
some strength in the suits, of which you have only 
one or two, than in those of which you have five small 
ones. The knowledge of the following odds will 
help to guide the lead : — 

i. It is two to one that your partner does not hold 

a certain card. 

ii. It is nearly five to four that your partner holds 

one card out of any tw^o. 

iii. It is nearly three to one that he does not hold 

two cards out of any three. 

iv. It is about five to two that he holds one card 

out of three. 

V. It is about three to two that he does not hold 
two cards out of four. 

vi. It is about four to one that he holds one card 
out of any four. 

5. Suppose you to be leader, with knave, ten, 
nine, three, and two of clubs, five small trumps, one 
small diamond, and two small spades, lead the nine of 
clubs ; as it is five to two in your favour that your 
partner holds an honour, you have the best chance of 
clearing your suit ; as, be it remembered, in clearing 
a suit, it is almost as necessary to take the command 
from your partner as from your adversaries. If, in 
this case, your partner has no honour, the nine will 



MAJOR YOUNG ON SHORT WHIST. 93 

draw one, and two only remain against you . by this 
method of play you have, — 1st, the advantage of 
making your partner last player in your two weak 
suits ; 2dly5 the best chance of a saw, as your partner 
may probably trump clubs, and you trump diamonds ; 
3dly, if the adversary returns clubs, from disliking to 
open a fresh suit, you, (having five trumps) may esta- 
blish your suit. Upon the same principle, with a 
king, knave, and ten of a suit, lead the ten. 

6. The safest leads are from sequences. It is usual 
to lead the highest ; but it is also usual to lead the 
knave from king, queen, knave ; which is done with 
a view of getting the ace out of your partner's hand, 
if he has it, or of stealing a trick if the ace should 
lie on your left. The same is applicable to all cir- 
cumstances. If you wish your partner to put on 
his best, lead the lowest of a sequence ; if you wish 
him to finesse, lead the highest. To your part- 
ner's lead put on the lowest of a sequence and re- 
turn the highest ; to your adversaries' lead put on the 
highest. 

7. With king, queen, ten, in all suits lead the 
king ; but if it passes, do not therefore conclude the 
ace to be in your partner's hand, as it is often kept 
up. You can change your lead, and wait for the re- 
turn of the suit, when you will have the finesse of a 
ten at a critical point. 



94 



BIAJOR YOUNG ON SHORT VrHIST. 



8. With king, queen, five of a suit, always lead 
the king ; with four in trumps, lead the lowest ; in 
other suits the king, unless you have the only remain- 
ing trumps : in that case you may lead the lowest. 

9. With kinof, knave, and two or more small cards 
lead the lowest. Avoid leading from king, knave, 
and one small one. If forced to do so, and if the 
strengtli in that suit clearly is with your partner, lead 
the king and knave. 

10. With queen, knave, nine, and others, lead the 
queen , queen, knave, and one other, the queen . 
queen, knave, with two others, the lowest; queen? 
v/ith three small ones, the lowest. 

11. The trump card, of course, will occasion some 
deviation from these rules. Leading the ten through 
knave or queen gives your partner the choice of a fi- 
nesse. If you have ace or king, ten, nine, and others, 
lead the ten, through an honour; if the knave or 
queen be put on, you have a finesse yourself, on the 
return of the suit, with the nine. 

12. With ace, king, knave, sk trumps, play out 
the ace and king : with, ace, king, knave, five trumps, 
it is safer to play the kmg, and wait for the finesse, 
unless you have in other respects a decidedly com- 
manding hand. In other suits, without great strength 
in trumps, or with the hope of establishing the suit, 
do not wait for the finesse. 



MAJOR YOL'NG- ON SHORT \VHIST. 



95 



13. With ace, king, five, lead the ace in all suits ; 
with four or less in trumps, the lowest; also the 
lowest of any other suit, if the remaining trumps 
are with you, and if three tricks in the suit are neces- 
sary. 

14. With ace, queen, knave, and others, in all 
suits the ace; ace, queen, ten, and two others, in 
trumps^ a small one, but in other suits the ace, unless 
strong in trumps. It is so common to find middling 
players who will never lead from ace, queen, that it is 
necessary here to observe, that many games are lost 
by tliis habit. It is often better to lead from ace, 
queen, than to open a weak suit. 

15. With ace, knave, and three small ones, lead 
the lowest in trumps ; in other suits, the ace, unless 
strong enough in trumps to have a hope of establish- 
ing the suit. 

16. With ace and four small cards in trumps, lead 
the lowest ; in other suits, the ace, except when 
strong in trumps. 

17. With ace and one other, it is usual to lead 
the ace : it is good play, however, to lead the small 
one, if you have reason to think your partner weak 
in the suit. 

The above outline of the leading leads, and the 
motives for them, \vill enable any reflecting person to 



96 



MAJOR YOUNG ON SHORT WHIST. 



adapt his play to the infinite varieties of Whist. We 
will now proceed ^vith some further instructions, that 
may be useful to players of every grade. 



PECULIARITIES OF SHORT WHIST. 

The leader is usually supposed to have the advan 
tage in playing for the odd trick ; it depends, however, 
entirely upon the nature of his hand ; in most cases 
the dealer, as last player, has the advantage, in this as 
in every other score. 

There is a possibility of making eleven points upon 
the cards, namely, seven by tricks, and four by 
honours ; as it is never requisite to make more than 
five at Short WJiisi, a trick or two may often be given 
away with advantage, in order to make sure of the 
game: consequently, — 

1. With five trumps, and a good suit, refuse to be 
forced, which intimates the strength of your hand to 
your partner, and perhaps will enable you to make 
three tricks instead of one. No good player will play 
for more than the game, unless indeed to show off to 
the gallery ; opportunities of making brilliant strokes. 



MAJOR YOUNG ON SHORT WHIST. 



97 



and astonishing the natives, occur so seldom, that it 
requii'es some forbearance to refrain from attempting 
ihem, to your own disadvantage. 

2. Under-play is also more frequently allowable 
at Short Whist; that is to say, keeping up a best 
card, and permitting the adversaries to make a trick 
or two, either in trumps or in a long suit, in order to 
secure the next yourself 

3. Middling players must, however, be cautious of 
attempting to run before they can walk ; they must 
recollect, on the one hand, that the ace of trumps 
played out can make but one trick, and draw three 
other cards ; kept back it may protect a small one. 
On the other hand, that there are thirteen cards to 
a suit only, consequently they must judge from the 
number, say five or six, in their own hands, and the 
adversaries' play, (as leading from sequences or not,) 
whether the suit is divided so as to make it probable 
that the cards desired will fall to the ace. The state 
of the score is the surest guide, as a certain odd trick 
is infinitely preferable to making two by any risk, 
when the two are not wanted. 

4. Deep finessing in trumps, or in a good suit when 

strong in trumj)s, has also often great effect : thus, 

suppose you have ace, ten, two other hearts (trumps) 

and kmg, knave, or even king ten, or ace knave, or 
9 



98 



MAJOPw YOUNG ON SHORT WHIST. 



ace ten, with three other clubs ; should your part- 
ner- lead clubs, finesse the knave, or ten (as he has, 
perhaps, led from a single card) ; your left-hand ad- 
versary, supposing you to be weak in the suit, will 
probably return it ; your partner then trumps ; or if 
your partner has two clubs, you either gain the lead, 
on the second round with the ace, or get rid of the 
ace, and establish your king, to a certainty. This 
method tends to mitigate the danger of leading from 
a single card, when weak in trumps, as, supposing 
trumps to be immediately led, you are still strong 
in the suit the adversaries mutually conceive they 
have. 

5. The game is against the above-named eleven 
cards, as there may be two by honours, and three 
by cards made by the adversaries; still the finesse 
recommended is the most probable method to make 
the five tricks requisite to save the game ; for if your 
partner has a very bad hand, and if the king of your 
only good suit is lost, you are then at the opponents' 
mercy : on the other hand, should your partner hold 
one honour, and some strengthening cards, queens 
or knaves, in the other suits, you having also a king 
guarded, or an ace among your remaining four 
cards, may, by establishing your five-card suit, 
make the odd trick ; — a plus forte ralson^ having 



MAJOR YOUNG OX SHORT WHIST. 



99 



ace, queen, two other trumps, and ace, queen, 
nine, and another of a suit led by your partner 
put on the nine, which induces the adversary either to 
lead trumps, or to return the suit. 

6. Strength in trumps can alone justify deep finess- 
ing in other suits ; but as at Short Whist scarcely a 
hand is played in which the game may not either be 
saved or won, there is (contrary to the received opi- 
nion) more scope for finessmg judiciously than in the 
old game. 



MAXBIS FOR BEGINNERS. 

Recollect that maxims can only be laid down gene- 
rally ; that it is necessary to alter and modify them 
according to the many changes which arise, and 
sometimes to desert them, and adopt a different mode 
of play altogether. The distinction between a good 
player and a, fine player is, that the former knows the 
different leads and common finesses, and plays his 
cards correctly, so as never to deceive his partner ; 
he observes the rules and maxims generally : the fine 



100 



MAJOR YOUNG ON SHORT WHIST. 



player sees at a glance when it is necessary to dis- 
regard all maxims, and by adapting his play to circum- 
stances, makes an effort, which, if successful, may 
save or win the game. Thousands sit down to play 
Whist, and millions of pounds are made to change 
hands yearly by its powers of transfer ; nine persons 
out of ten, however, would lock their doors, if they 
sat down to study the principles of the game (vvhich 
cannot be done effectually without the cards before 
them), from a dread of being caught, as if they were 
ashamed of being seen to learn what they are not 
ashamed of being seen to practise : this gives pro- 
fessors a decided advantage. We learn to ride, to 
shoot, to play billiards, to fence, to box : we study the 
elements of other amusements, chess, for instance; 
why should we then expect to find a royal road to the 
acquirement of Whist ? 

Playing Whist at a regular and moderate stake can- 
not fairly be termed gaming; many have, neverthe- 
less, injured their fortunes by it, particularly at their 
outset in life, by playing high stakes too soon — by at- 
temptmg to practise before acquiring a competent 
knowledge of the theory. As a relaxation, games of 
skill are a happy invention ; like all other tilings, if 
followed to excess, they are pernicious. So neces- 
sary, however, is occupation to mankind, that more 



MAJOR YOUXG OX SHORT WHIST. 101 



toil is frequently submitted to for amusement than is 
undergone in business. How many will sit at Whist 
all night, playing shilling or half-cro^^n points ; it is 
a fascinating and interestmg game, but, as I can tes- 
tify from woful experience, nothing is more prejudi- 
cial to health than these long sittings. I attribute 
shattered nerves and general debility to the morning 
club and the evening rubber: I was obliged to dis- 
continue the amusement : and, after consulting half 
the medical men in London, I must, out of gratitude, 
mention here, notwithstanding the laugh may be 
against me, that I tried, in despaii', Harvey's Resto- 
rative Cordial, advertised by a Society for the Resto- 
ration of Health, 90 Charlotte Street, Rathbone Place, 
which set me on my legs again, wliich has stimulated 
me to, and enabled me also to undergo the fatigue 
of writing these pages, which will, I hope, be ser- 
viceable as a warning to youth against play, and to 
age, debility, or premature decay, as pointing out a 
means of relief — But to "Wliist. 

Never lead a card without a reason — a bad reason 
is better than playing at random without any at all. 
Avoid forming a method or system upon observation 
of one or few results, as bad play may in one or tvro 
instances succeed, when good would not. Before 
you play, sort your hand carefully: look at the trtimp 



102 



MAJOR YOUNG ON SHORT WHIST. 



card, and consider the scores, the strength of youi 
own hand, and probable strength of your partner's ; 
also the situation of the cards according to calculation, 
subject, however, to any changes that may be indi- 
cated in the course of play ; after which, keep your 
eye on the board instead of poring over your own 
hand : without strict attention to the fall of the cards, 
no maxims, or even practice, can make a tolerable 
Whist-player. 

Pondering over the cards, and drawing out first 
one and then another, is a great disadvantage to the 
player, and very tiresome both to his partner and 
opponent. 

Be cautious not to deceive your partner in his or 
your own leads, or when he is likely to have the lead 
— a concealed game often succeeds in the suits of 
your adversaries; but this should not be attempted 
before having made considerable proficiency, and, 
if too frequently resorted to, will destroy its own ef- 
fect. 

At the commencement of a game, a good hand is 
entiled to play a bold game: or, if the adversaries are 
considerably advanced in the score, a middling hand 
should be so played as to strengthen the partners, as 
it is evident the game must be lost if he is weak also ; 
lead, therefore, boldly, kings, queens, knaves, from 



MAJOR YOUNG ON SHORT WHIST. 



103 



three of a suit, or the highest trump you have; if the 
scores are equal, (two or three all, for instance,) play 
more cautiously. 

Be as careful of what you throw away as of what 
you lead. It is frequently of consequence to put 
down even a tray vv'ith a deuce in your hand. 

Your partner leads a four ; your right-hand adver- 
sary plays a five ; if you put down a tray, it ought to 
be certain that you have no more of the suit ; but if 
the deuce makes its appearance afterwards, it will 
destroy all confidence in your play, and you will he 
justly set down for a spoon. These minor qualifica- 
tions of Whist-playing are attainable by every body ; 
and when once the great advantage of this kind of 
correctness is seen, the worst player will practise it 
as constantly as the best, common attention being all 
that is requisite. 

With two cards only of a suit, leading the highest, 
and playing the lowest afterwards, shows your part- 
ner that you have no more, and that you have led for 
a rufi*. 

Do not lead trumps merely because an honour is 
turned up on your left, or be deterred from it if on 
your right hand; either is proper if circumstances 
require trumps to be led. 

Finessing is generally advantageous in trumps, or 



104 



MAJOR YOU^'G ON SHORT WHIST. 



in the other suits when strong ia trumps, as tending 
to promote the desirable object of establishing the 
long trump and the long suit. 

Never trump an uncertain card if strong, or omit 
to do so if weak in trumps, even if you know the best 
of the suit to be in your partner's hand. The advan- 
tages are making a useless trump, intimating the state 
of your hand to your partner, and of keeping the com- 
mand (perhaps of the adversaries' only suit) in your 
partner's hand. Keep the command of your adversa- 
ries' suit as long as you possibly can, but never that 
of your partner. 

Do not trump a thirteenth card second hand if 
strong, but always if weak in trumps. 

Always force the strong hand, seldom the vreak : 
never both, otherwise you give one of the adversaries 
an opportunity to make his small trumps while the 
other throws away his losing cards : the extent of tliis 
error is seldom comprehended by unskilful pla^^ers, 
who, seeing the good effect of judicious forces, mis- 
place them to their own disadvantage. 

The effect of a force may be exemplified by the 
following extreme case : 

A has six minor trumps and a septieme major in 
another suit with the lead : Bo his adversary, has a 
seizieme major in trmnps. a quart major, and a tierce 



MAJOR YOUNG ON SHORT ^\TIIST. 105 

major of the other suits : if A, relying upon his six 
trumps, lead a trump (and many say with six trumps 
always lead one) he loses every trick ; if, on thd con- 
trary, he forces B once, he inevitably gains the odd 
trick ; the same principle operates through every com- 
bination of the fifty-two cards : a conviction of it is 
one of the first necessary steps towards an insight 
into the game ; and although so great an effect may 
be seldom produced, there is scarcely a rubber played 
wherein the soundness of the principle of forcing is 
not experimentally proved. 

When with a very strong suit you lead trumps, 
hoping your partner may command them, show your 
suit first ; if a strength in trumps is in your own hand, 
play them without shomng your suit. 

With the ace and three other trumps it is seldom 
right to \\m the first and second lead, if made in them 
by the adversaries, unless your partner rufis a suit. 

With strength in trumps, more particularly if hav- 
ing a long suit, avoid ruffing your right-hand adver- 
sary's leads. This maxim is less practised, but more 
necessary, than almost any other, and may be exem- 
plified as follows : 

The cards being nearly equal, the object of the 
good Whist-player is to establish a long suit : to keep 
the long trump to bring it in, and to frustrate the 



106 



MAJOR YOrXG ON SHORT ^\TnST. 



same plan of his adversaries. With an honour (or 
even the ten), and three other trumps, you may by 
good management succeed. Do not overtrump your 
right-hand adversary early, but throw away a losmg 
card ; one trump being thus gone strengthens your 
hand : and your partner, as last player, has that ad- 
vantage in whatever suit is led. \Vhereas, had you 
overtrumped, you would have given up the whole 
chance of the game to secure one trick : but this, like 
all rules, is not without exceptions ; namely, if your 
left-hand adversary has shown a great superiority m 
trumps, then make whatever tricks you can. If your 
partner (a good player) means obviously to force you, 
of which you may judge by his playing a winning or 
losing card of the suit to be trumped ; if the former, 
he may not intend to force you ; if the latter, you 
may give him credit for strength in trumps to protect 
your long suit. In short, it is bad to play for a gi'eat 
game with a weak hand, or a weak game with a 
strong hand, when the state of the scores requires the 
reverse. 

If circumstances make two leads in trumps re- 
quisite, play the ace, let your other trumps be vrhat 
they may. 

It is an old dogma not to force your partner unless 
strong in trumps yourself; there are, however, many 
exceptions to this rule : 



MAJOR YOUNG ON SHORT WHIST. 



i07 



If your partner leads with a yiew to be forced, or 
from a single card. 

If great strength in trumps appears to be against 
you. 

If there is a probability of a saw. 

If your partner has been already forced, and did 
not lead trumps. 

If you are plapng for an odd trick only. 

It is a nice point to k^iow when to lead trumps. 
The following observations will assist beginners in 
reasoning upon this essential part of the game : — 

With six trumps, if you have, or suppose your 
partner to have, a strong suit. 

If strong in other suits, but weak in trumps, par- 
ticularly ha\dng a knave or ten to lead in. 

If your adversaries show weakness in the other 
suit^. 

If your adversaries are at the point of three, and 
you have no honour, or probability of a ruff. 

It must, however, be borne in mind, that leading a 
weak trump destroys tenace in them, and often sacri- 
fices your partner's trumps; the ulterior object in 
other suits must therefore be the guide. 

When an adversary refuses to trump, and throws 
away a small card, it indicates that his hand consists 
of a strong suit in trumps, one strong, and another 



108 MAJOR YOUNG OX SHORT WHIST. 

weaker suit ; if he throws away a high card, it shows 
that he has two suits only, one of vrhich is trumiDs. 
In these cases avoid leading trumps or his suit ; force 
him, and give your partner an opportunity to trump 
and overtrump. It is a common fault with bad play- 
ers to lead trumps the moment an adversary refuses 
to ruff, which is playing his game, and is likely to 
give away many tricks, wiiich forcing him would have 
saved. 

If strong in trumps, and the right-hand adversary 
leads a suit of which you have ace, king, and two 
others, you may either put on the ace, and continue 
the same suit, in order to force your partner, or put 
on a small one, in the hope of your partner's winning 
the first trick in the suit ; this is not allowable if you 
are weak in trumps. If you \^in your partner's lead 
with the queen, it is not judicious to return it, except 
in trumps. 

It is bad to lead from three cards, unless in se- 
quence. When obliged to do so, particularly if you 
have reason to think your partner strong in the suit, 
lead the highest, though it be the king or queen. 

The first object is to save the game, the second to 
win it, and hazardous play is justifiable, with reason- 
able prospect of obtaining either of these ends. If 
neither is in question, play to the scores ; that is to 



MAJOR YOUNG ON SHORT WHIST. 109 

say, do not give up the certainty of an odd tiick, or 
of scoring three, for the chance of making two or four. 
An equal finesse may be risked, that will (if it suc- 
ceeds) prevent the adversaries from these scores. 

It is essential to return your partner's lead in 
trumps ; you may, however, judge of the propriety of 
doing so, according to your own hand, if the trump he 
led is an equivocal card, a nine or ten, for instance, 
which are led with propriety both from strong and 
from weak suits, the nine may be led from a quint to 
a king, or from king, knave, ten, nine. It is also led 
when it is the best of one or two others. 

With four trumps only, do not lead them until 
your strong suit is established, as that number is not 
sufficient to bring in a suit of which you have not the 
command; the same position of cards will demon- 
strate the advantage of leading a small card from ace, 
king, five of a suit : for, without the long trump, you 
will be foiled in the suit for which you have led 
trumps, if either adversary have the queen guarded of 
it. It is good play, however, \^ith a tierce major in 
trumps, to lead trumps twice before you lead your 
suit to clear it. 

If you remain with the best trump, and one of the 
adversaries has the others, do not play it out, as it may 
stop a long suit of the other adversary, and prevent 
10 



110 



MAJOR YOUNG ON SHORT A\TUST. 



Ms getting the lead again. If Loth adversaries have 
trumps, and your partner none, it is generally right to 
take two for one. If strong in trumps, and having 
the commanding card of the adversaries' suit, of which 
you find your partner has none, lead small ones to 
force him, and keep tlie commanding card back. 

If your partner leads the ace and queen of a suit, 
of which you have king and two others, ^^in his queen 
in order that you may not stop his suit. 

When your right-hand adversary wins, and returns 
his partner's lead, particularly in trumps, if you have 
the best and a small one, play the small one, as your 
left-hand adversary will probably finesse, and allow 
your partner to make the third best. 

Be careful to show your partner that you command 
in trumps: he will then keep his own strong suit 
entire, instead of guarding the adversaries' suit, as 
be ought to do when the strength in trumps is ^\'ith 
them. 

If your partner lead a trump, and you have ace, 
knave, and another, you should be guided by the ob- 
ject of getting two rounds of trumps, whether to put 
on the ace, or to finesse the knave. If he leads the 
ten, it should certainly be passed, unless at a point 
when the risking one trick would be dangerous. 

The lead from ace, nine, is safer than from ace. 



MAJOR YOUNG- ON SHORT WHIST. 



Ill 



ten, as the tenace is more probable in the latter, ^.rhen 
the sml is led by the adversary. 

Throwing a best card to a partner's v\4nmng card 
indicates that the best cards of that suit are bemml ; 
throAving a second-best card indicates liavmg no more 
of the suit. 

It is always right to inform your partner if you 
are strong in trumps ; to do this, if fourth player, win 
with the highest of a sequence, and lead the lowest. 

If strong in trumps, do not ruff the second-best 
of a suit led by your partner ; rather throw a wiy a 
losing card, except when you have a saw. 

If ten cards are played, and one suit only remains, 
should your partner lead, and you have king, ten, and 
another, you can make one trick to a certainty. Thus, 
if an honour is put on by the right-hand adversary, 
cover it with the king ; if not, put on the ten. Want- 
ing two tricks you should put on the king. 

If the fourth player witis a trick, it is frequently 
better to return that suit than to open a fresh one, in 
w^hich he is weak. 

With ace, knave, and another of a suit, when the 
king is led, you can pass it, frequently to great ad- 
vantage. 

With ace, queen of a suit, should the knave be led 
on your left, put on the ace invariably, as the king 
must be behind you . 



112 MAJOR YOUNG ON SHORT UTOST. 

With only three of a suit, put an honour upon an 
honour, except the ace upon the knave, with, four or 
more not unless you have the ten. 

With king and one more, it is sometimes good 
play to put it on, and sometimes not; a pre\ious de- 
termination, however, which to do prevents hesitation, 
that betrays the hand. If turned up, the king should 
be invariably put on. 

If the only remaining trumps are between you 
and your partner, and you have no winning card, 
lead a small trump, in order to give your partner the 
lead. 

Nothing teaches the importance of leads sooner 
than playing dummy strictly. 

It is often of gi-eat advantage to wm the adversa- 
ries' leads with the highest of a sequence, as it keeps 
them in the dark as to where the others are. 

A thirteenth card is usually led T\dth a view to the 
partner's putting on a high trump, in order to make 
trumps separately. 

Return the highest, hanng only three cards of 
your partner's lead; it gives him the finesse, and 
shows you are weak in the suit. 

If you have ace, ten, and a small card of a suit, 
of which your partner leads the nine, pass it, although 
the finesse is against three cards ; for if your part- 



MAJOR TOUXG- ON SHORT WHIST. 113 

ner has an honour you make two tricks; if not, 
you can make no more than the ace by any mode of 
play. 

With king, queen, or queen, knave, and only one 
other card of the suit, always play one of the honours 
second hand. 

Having the remaining trumps, some winning cards, 
and one losing card, play that first, as your partner 
may thereby make the second best, which he could 
not do if kept till the last. 

When your partner refuses to trump a winning 
card, lead trumps as soon as you can, and the best 
trump in your hand. 

When the queen is led on your right (presuming it 
to be from the usual queen, knave, nine) and you have 
ace, or king, ten, and a small one, by passing the 
queen you have the tenace, and should your partner 
hold either ace or king, must make three tricks in the 
suit. 

When your partner has evidently a weak hand, 
by playing an obscure game tricks are frequently 
made. When your partner has a good hand, play as 
clear a game as possible. 

It is, although contrary to usual practice, equally 
advantageous to lead up to, as through an ace turned 
up ; not so much so up to a king, and disadvantage- 
ous up to queen or knave. 



114 MAJOR YOUNG O:^ SHORT WHIST. 



Having ace, king, and two more trumps, insure 
three rounds, if your partner leads them originally ; 
but if he leads a nine, or an equivocal card, in con- 
sequence of supposing you strong, pass it ; by 
\yhich you \yill have the lead after the third round 
of trumps. 

With ace. queen, ten of the right-hand lead, put 
on the ten. 

When the left-hand adversary refuses to trump a 
\yinning card, from fear of being overtrumped, and 
throws away a losing card, if you have the best of the 
suit he discards, play it before you lead the other 
suit again. The commanding card of the adversaries' 
suit is as valuable as a trump when the trumps are 
out. 

If the right-hand adversary leads, and his partner 
putting on the knave or queen, your partner wins 
^^dth the king, when the right-hand leads a small 
card of that suit again, put on the ten if you haye 
it; as it is probable you will keep the ace in your 
partner's hand by doing so. 

If weak in trumps, keep guard on your adversa- 
ries' suits ; if strong, throw away from them : in all 
cases, discard from your partner's strong suits. 

Should the left-hand adyersary lead a king, and 
stop, to show he wishes to finesse the knaye, if you 



MjUOR YOUX& ON SHORT A\TIIST. 



115 



have queen and another, it is clear his finesse must 
succeed. By playing a small one yourself, when you 
get the lead, you ^Yill frequently deter hini from 
making his mtended finesse. 

Force your partner when he shows a weak game. 

It is indispensable to stop a long suit by putting 
on the best trump, when single, at once, in order to 
prevent throwing away losing cards, if that long suit 
be suffered to continue. Bad players have an aver- 
sion to do this; they also put it on when having 
others, merely from fear of being over-ruffed. This 
is the contrary extreme, and judgment is requisite to 
avoid it. 

When your partner has shown a strong suit, and 
has a renounce in another suit, if you have a single 
card of his strong suit, play it before you force him ; 
as it is the way, either to establish a saw, which is 
usually advantageous, or it induces the second player 
to put on the ace if he has it, and thereby clear your 
partner^s suit. 

Having ace, knave, ten, and a small card of a suit 
led by the right-hand adversary, put on the ten, if in 
trumps ; if in other suits, a small one : because, from 
king, queen, and tw^o trumps, a small one ought to 
be led ; from other suits, the king ; consequently, in 
the latter case, if the king is not led it must be 



116 BIAJOR YOUNG ON SHORT A\^ST. 



over you, and playing your ten can be of no use. 
On the contrary, it gives away a strong game in the 
suit. 

With a losing trump, and ace, queen, or any 
other tenace, when only three cards remain, play the 
losing trump, in order to have your tenace led to. 

It is frequently necessary to deceive the adversary, 
and to throw down a high card, to induce Mm to 
change his lead ; but this must be done w^ithout he- 
sitation, and not too frequently. 

There is a gi-eat distinction to be made between 
original and forced leads, which beginners do not suf- 
ficiently consider. Wlien a partner changes his lead 
on account of some fall of the cards, ihhfoj'ced lead 
is to be treated as if it were the adversaries' or your 
own lead, and the tenace and commanding card kept 
in it, if possible : nor is it to be returned like an 
original lead. 

There is nothing more necessary to be thoroughly 
comprehended than unde?'-play. as it is a constant 
and successful manoeuvi'e practised by the experi- 
enced against the inexperienced players. It consists 
in keeping back the best card, and playing a low one, 
particularly when returning the left-hand adversaiy's 
leads ; it is then done with a \iew to your partner 
making the third best if he has it. while you still re- 



MAJOR YOUNG ON SHORT WJUST. 



117 



tain the commanding card. To exemplify : — Sup- 
pose the fourth player to have ace, king, and small 
ones, of his left-hand ad^'ersary's lead: if he \nns 
with the ace, and retm^ns a small one, his partner will 
make the thkd best, unless the second and thnd are 
both against him. It is evident from this, if you 
lead from the king, and your right-hand adversary, af- 
ter winning with the ten or knave, return your lead, 
that the best chance to make your kmg is to put it 
on. 

Remaining ^^ith the first, third, and fourth cards 
of a suit, of which you suppose the left-hand adver- 
sary to have the second guarded, by playing the 
lowest, it is usually passed, and you make every 
trick. 

If you have the second, third, and other cards, 
ds, for example, king, knave, and others, against 
4ce, queen, and one other only remaining, lead tlie 
king ; as, if the queen is single, you draw the ace 
at the same time, and make every other trick : this 
is a stroke seldom comprehended by middling play- 
ers. 

Under-play, as described, is seldom resorted to 
with advantage, except in trumps, or when strong in 
them in the other suits. 

The trump card should be kept as long as possi- 



118 



MAJOR YOUNG ON SHORT A^THST. 



ble for the information of your partner, when he leads 
trumps ; but the reverse, when the adversaries lead 
them. 

Though tenace at Whist cannot be reduced to a 
certainty as at piquet, still no one can become a 
Wliist-player who does not thoroughly comprehend 
it ; the principle is simple, but the combinations are 
various. Every one knows that ace, queen, form 
tenace ; and .beginners usually wait to finesse their 
queens, right or wrong, but omit to do so with other 
cards, and seem to forget that tenace may be estab- 
lished by any combination of cards, and is as available 
with a five and seven against the four and six, as ^y\th. 
ace and queen against king, knave. Tenace is in- 
sured by being played up to, or becoming last player. 

Example : — A, the leader, has four cards left ; viz., 
the second and fourth trump, and the ace and the five 
of clubs. B, the left-hand adversary, has the first and 
third trump, and the king and the six of clubs. The 
ace of clubs being led by A, the king should be put 
down to it by B. A will then probably lead trumps ; 
if so, B inevitably makes three tricks ; by keeping the 
king of clubs he cannot possibly make more than 
two. 

A has king, queen, ten of a suit, B ace, knave, and 
another. A leading the king, if B wins it \^ith the 



MAJOR YOUNG ON SHORT WHIST. 119 

ace he makes but one trick ; by giving tlie king and 
thus preserving the tenace, he makes two. 

Having ace, knave, ten, of a partner's /orcei lead, 
or of the last cards, play the ten ; this will, probably, 
gain two tricks upon the suit being returned. 

Tenace is more easily kept against the right-hand 
than against the left-hand adversary ; the latter, in fact, 
requires great skill. 

The state of the scores is the sole criterion by 
wliich to decide upon the propriety or impropriety of 
a finesse, or of giving one trick for the chance of mak- 
ing two, by preserving the tenace ; at the score of 
three against one point it is highly proper to run some 
risk to make two by cards in order to win the game ; 
as the loss of the odd trick, by so doing, would be 
of little moment. Suppose, then. A, with six tricks 
turned and three cards left in his hand, viz., a losing 
trump, and tenace of another suit likely to be trump- 
ed by one of the adversaries, should play the losing 
trump as if the trumps are not divided, and his tenace 
successful, he cannot make two tricks. 

At the score of two-love, A has four cards left, 
viz., two losing trumps and two thirteenth cards, with 
six tricks turned, there being two superior trumps 
against him. He is to lead a trump for the chance of 
two trumps being divided, as, if so, he makes three 



120 MAJOR YOUNG ON SHORT WHIST. 

tricks and the game ; at any other score he should se- 
cure the odd trick by forcing the adversary. 

The following stroke at Whist (which, considering 
that cards are unseen, and then- positions only pre- 
sumed, equals a masterly move at chess,) is recorded 
as showdng what first-rate play can do. The score 
was four all. A, with six tricks turned^ remained 
with ten, seven of trumps and two hearts, and led a 
heart. B, the left-hand adversary, had knave and 
eight of trumps and two clubs. C, A's partner, had 
two small trumps and two hearts. D, the last-player, 
had the king and a small trump, a club, and a dia- 
mond. D, seeing it was necessary to win every trick, 
and that there was no chance of doing so unless his 
partner had either the two best trumps or a success- 
ful finesse in them, trumped A's lead of hearts with 
the best trump, the king ; returned the small one, and 
thereby won a most critical game. 

In order to establish a long suit with four trumps 
only, under-play is requisite. A has ace, four trumps, 
tierce major, six hearts, king, and another club, and 
one good diamond ; he should lead a trump, and if 
his partner ^^ins and returns it, keep up the ace. When 
A or his partner get the lead again, they of course 
play trump, which leaves him with the lead and one 
trump, not, however, the best, if they were unequally 



MAJOR YOUNG ON SHORT WHIST. 121 

divided. His strong suit forces out his best trump, 
but is again established by his small one ; had A, on 
the contrary, put on the ace, he would have been 
forced, and his strong suit rendered unavailable. 
With a similar hand, having ace, king, and two small 
trumps, if the adversaries lead trumps, give them the 
first trick, although last player ; nothing but five or 
six trumps in one hand can thus prevent the long suit 
being established. 

With ace, queen, and two small trumps, if the 
knave is led on the left, do not win it, upon the same 
principle. 

Every one with ace, king, knave of a suit, if the 
queen is turned on the right, will lead the king, and 
wait ; the same principle attaches to the whole of the 
cards. If, therefore, you have ace, queen, ten, and 
the knave is turned up, lead the queen. 

Having six trumps originally, it often happens that 
you have three or four trumps left, and that the best 
is with your adversaries ; if so, play one, as that best 
trump may stop your partner's or your suit ; besides, 
either you or your partner become last player, and 
gain the tenace in any other suit that is led. This also 
demonstrates that it is impolitic to play out the best 
trump, when several others are against you. 

If A remains with the best trump (the knave) and 



122 



MAJOR YOUNG ON SHORT WHIST. 



one small trump, and notliing but losing cards, his 
partner, B, having the second best trump, the ten and 
winning cards, with one other trump in the adver- 
saries' hands. A, when forced, should trump with the 
knave, and lead the small one, in order to give his 
partner the lead to make his winning cards. 

There is much difference of opinion, even among 
good players, as to the advantage of leading single 
cards ; the state of the scores, and the chance of win- 
ning or saving the game, ought to be the guide in this 
as in all other leads. Having before remarked upon 
this point, it is necessary only to add here, that 
with the tenace, or probability of it in other suits, it 
is then better to lead the single card, although weak 
in trumps. 

The player who can recollect the cards played with 
exactness has a decided advantage. Few, however, 
do so. Those who cannot arrive at such perfection 
must, in order to play Whist at all, remember, at 
least, the trumps, and the best cards of his own suits : 
in order to accomplish this, every one should con- 
trive a system of Whist mnemonics for themselves, 
as most likely to become habitual, or learn one sug- 
gested by another. Some recommend sorting the 
hands in a particular manner, and altering the posi- 
tion of the cards as the suits are played ; this method 



MAJOR YOUNG ON SHORT WHIST. 123 

fails at a pinch, namely, when you have no more of a 
suit left, and are, consequently, called upon to trump 
or not. 

The greatest assistance to memory is the habit of 
counting your hand by suits as you take it up. When 
at a loss you can then revert to the original number 
dealt to you of each suit, and thereby at least make 
out the number of rounds. 

The two terms, tenace and finesse, although uni- 
versally used at Whist, are not so generally under- 
stood; a definition of them is therefore necessary. 
Tenace is having the cards in a position to gain the 
most tricks ; and finesse is the art of attaining that 
position. 

Both are thus exemplified : — A leads the ten of a 
suit ; B, his partner, having ace, knave, and a small 
one, passes or finesses ten, although he knows the 
king to be on his left, in order to have the tenace with 
his ace, knave, when the suit is returned, and to en- 
sure two tricks in it ; if he puts on his ace, he can 
make but one. The same principle attaches to the 
whole cards; and memory and observation are re- 
quisite to apply it to the low cards when the high are 
out. 

Having said as much as will smooth the way for 
the beginner, and induce him to think and observe, 



124 MAJOR YOUNG OX SHORT ^VHIST. 

without which it is impossible to play Whist, I take 
my leave, merely adding, that it is absurd (unless de- 
termined never to play) not to endeavour to arrive at 
some skill in an amusement so universally prevalent, 
and in which the calls of society frequently requu'e 
us to join. Even in the family circle it is useful ; age 
often feels complacent towards youth for affording an 
hour's innocent amusement, particularly if willmg- 
ness and some skill are shown ; and both in town and 
country, to make up the rubber, is well known to be ' 
a qualification. 

Wishing all Whist-players good cards, and, above 
all, good humour, I here make my bow to the critics. 



THE END. 



